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(+1)

I'm not usually into idle/idle-ish games, but something about this one was very entrancing. I don't know if it was the slowly-spinning screen, the high-contrast colours, or the gameplay (which was a little more involved than a Cookie-Clicker clone or a sit-back-and-watch type game), but I kept wanting to do one more round!

I enjoyed the skill-tree-like store, too! Though maybe you could've shown (but kept locked) a few upgrades farther down the "branch," rather than just the next one. It might be nice to have something greater to work towards, and give the player a little more agency.

This last bit of feedback is very subjective, but as a jam game, it might've been better if the upgrades were a little more substantial, and we became over-powered sooner. If this were a mobile game you expected ppl to play for hours on the subway to and from work, than these kinds of increments might be good or maybe even a little too substantial. But in a jam, you want players to feel everything they WILL feel relatively quickly! And it took a while for me to hit that "hell yeah!" feeling. But I don't know what your aspirations for this game are. There's certainly potential to turn this into a full-fledged idle game—mobile and/or otherwise—if you wanted!

(+2)

Thank you so much, that’s really nice to hear, especially the ā€œone more roundā€ feeling. I’m really glad the slower motion, colors, and more hands-on gameplay landed for you.

I also really like your point about showing more of the future upgrades and making the early upgrades feel stronger sooner, that’s great feedback for a jam-sized experience. I 100% agree that surfacing longer-term goals and hitting that ā€œhell yeahā€ power spike earlier would make the progression feel even better. I really appreciate you taking the time to write such thoughtful feedback!