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(2 edits) (+1)

You're working on *what*? 👀

Yeah we made away with economy and instead made real estate into the primary resource, early levels just have plenty of space mainly to teach mechanics and encourage the player to swarm. We were heavily inspired by Buggos which does something similar. Ideally enemies should have been able to attack you, adding a time constraint and making time into a resource as well but we had to scrap that for all but the last level. There is a ton of stuff that ended up on the chopping block, such as pre-placed repairable structures that do unique things, defensive towers and so on. Right now the design just revolves around more real estate = more unit production or stronger units if you decide to invest into the buildings that buff all units instead, but there's a ton we can play with if we go full project on this.

Also thanks for playing the game! Your game cooked so much this year I hope it gets the attention it deserves