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(1 edit) (+1)

Polish is nice. Idk if this level of intencity is ok for an idler though... It's not like you can ignore the screen because the fight is a few seconds, but the inventory management is so easy that it becomes a bit boring... It could be a great game if it would be more complex. Like, some kind of synergies or some other things. Also there is a planning stage and you can choose to fight, but you have no idea what kind of monster will be there. You have no input on the game while the fight is ongoing, so it seems a bit unfair (though the game rn is easy, so it's fine).
I do understand it's a jam game, I just feel like it has the potential. But to actually test it, there has to be more game mechanics.

(+1)

Thanks for the deep dive! You hit the nail on the head regarding the 'intensity' vs. 'complexity' balance. Since this was a jam game, I focused on the 'feel' first, but I totally agree that it needs synergies and better scouting to make the planning stage meaningful. I'm planning to add more complex mechanics to the template so it moves past just being a 'proof of concept.' Thanks for seeing the potential!