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(1 edit)

This is an excellent incremental game, shaping up to be one of the best of the genre so far. I know the developer has some issues with the current conflict resolution system and stat management, but I think it's spot on. 

There are a good number of exchanges-in-depth, all of which ultimately cost your character's functional lifespan, trickled down through what resources you burn yourself out to acquire and how you reapply those to acquire different ones. Pacing is excellent, with a run taking about one to two hours. Difficulty is great, with options for advancement through tactical play or extra grinding, depending on player preference / system mastery.

8 out of 10 already. If there was an end goal in sight to work towards and good end game execution, that'd go up to a 9.5 easily. (Fix the dystopia through community building, maybe? The mechanics are largely there already.)

(+1)

This is a remarkably uplifting and encouraging review. Thank you for your kindness. You've already spotted the direction I want to take the community building aspects in the future - fixing the dystopic elements (through struggle, of course) to build a better world, or exacerbating them to make a worse world where you benefit more. It means a lot to me that my vision for the game is coming through in the mechanics clearly enough that strangers can pick up on them.

(+1)

Because I don't want to have a conversation about my game on someone else's comment section, and i can't find a way to DM you, and it is killing me that the feature you mentioned actually already exists but isn't well explained I'm replying here: You earn TP based on the maximum reputation of your best run during that legend loop. Every 150 max reputation gives you 1 TP with no upper limit (diminishing returns through the natural difficulty curve of higher rep resulting in harder missions).

My major take-away from your comment is that I need to put some work into explaining mechanics in game, and it's been put on my backlog to address!