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(+3)

Are there supposed to be any... decisions in this "strategy" game?

You can't not eat something once it's on the floor, and it doesn't matter what order you eat things in, so having there be a separate step to click on one of the food items is just wasting time for no benefit.

Choosing when to rest is likewise not an actual decision, because you can't avoid doing it, the end of each level applies the effects of fullness automatically, and the penalty for not pressing the button often enough or pressing it too soon is that it just happens anyway... but slower.

Really feels like you told the AI to "add more mechanics" without putting any thought into what those were. Ultimately the only thing the "player" does is press the spin button and then wait for the wheel to stop spinning.

(+1)(-2)

Thanks for the detailed feedback. You’re right that some of the current mechanics don’t create enough meaningful decisions yet.

I’ll take this into account and rework the game so choosing food, resting, and opening doors have clearer trade-offs instead of feeling like extra steps.

I appreciate you pointing this out. It helps me see where the design needs improvement.