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(3 edits)

Hey! 

This is really neat. A fun idea. I enjoyed playing it and I wish there was a harder difficulty to strain my planning around! 

Sadly, I only played the first two "years" before I was a bit over prepared for the seasonal objectives and got bored. None the less I had fun.


I really like the idea of a system with lots of resources that all drain off each other. I think the seasonal objectives are a nice focus for driving this system into operation.

It would be pleasing to have a known final objective, or a passive long-term threat such as Agitation going +1 each turn.

Something to demand forward thinking and planning beyond the season. Aiming for the objective is good, but I want to have something else fighting against it that gives me some dilemmas to work with.


I like what you've done with the artstyle, it's very striking and very clean pixelart. There's a lot of very impressive visual polish on pieces jumping around, squishing, effects, sounds, all very first class.

The card descriptions are a bit hard to parse quickly (fullscreen) I would appreciate some colour highlighting on the +X -Y stuff. Just makes it easier to notice, and crucially remember. 

You (team's artist) should consider integrating the colour of the produced resource into the building so your outpost's makeup is a bit easier to glance. 


All in all this was fun. Good work.

(Though this doesn't really have anything to do with infesting as a concept :( )

Hey hey, thank you for your amazing feedback! You make a lot of very good points, we’ll be sure to note them going forward!