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Thanks for playing!


I agree about the bad hand start. At the very least a quick restart option would have made this a lot less painful. It's also really bad if a new player opens with that for their first hand ever. 


Randomness was an intentional design goal from the start. I wanted to know if by using cards I could add build variety to a tower defense game.

However. I do understand how it's also frusterating. 

First, there needs to be more information presented to the player. 

Second, it could also be a content issue. For example the next card I wanted to add was a slow ability, and in play tests I was like that build could have won if I had that implemented. 


I need to find an artist to really bring these to the next level. 

I don’t know what your stance on AI is, but it may do to have assets generated with AI as initial placeholders if you are having trouble locating an artist. The way I see it, you’re creating a product/content, not art (or, put another way, the art is in the dev process). Where I have time, I create the art assets myself, given that AI is remarkably inconsistent when it comes to style (I don’t have time to train an AI on my specific art style).

Of course, if no AI is a hard no stance for you, I’d recommend grabbing assets from anywhere you can. The latest game I’m working on for 1G1W #5 uses assets from RPG maker for instance.

Still a good game though, don’t beat yourself up too bad, lol. The progression of your games is showing, and it’s an upward trend.