Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I absolutely love Minesweeper, but it's had its limitations as a game. Having some true zero-sum games where you have literally no choice but to guess. Here, that inevitability becomes part of the play experience instead - blending methodical logic puzzling with the occasional burst of intense shmup action! I love it.


I would like to see more going forward though. Expand on both mechanics.

>For one, a tool to "mark" suspected infected cells would be MASSIVELY appreciated. Especially in this self-looping spacially dynamic layout, it can get confusing sometimes which cells you've deemed unsafe.

>Shield cells are a bit obnoxious, really slow the pace of a fight to a crawl. It'd be nice if they worked in a way that discouraged aggression instead of outright rejecting it. Like if they returned projectiles for every projectile you shot at them, or charged a powerful projectile of their own with each successive shot, or had an explosive nova attack on death.

>Having more than just one factor in a vaxxine when selecting a company would make for more compelling replays. Like for example one giving you a shotgun spray of weak shots - encouraging more close-quarters (high risk, high reward) play in combat, while also asking you to be real close to a cell when you destroy it - making mistakes much riskier. Or another company giving their vaxxine the ability to scan a few cells each level to determine if they're infected or not - but having a weaker weapon, encouraging much more focus on not opening infected cells. Some alt-fires specific to the company like rocket-adjacents that can shred clusters of microbes, but can also open cells easily if not aimed away from them, or a slowing miasma that gives you room to breathe in a tense fight. Things that play into both the search and the destroy elements of the game.

>Some secondary features for some microbes. Microbes like the red and gray are a bit bland in a fight. Perhaps pure molecules could have additional functions for being unblended like their hybrids.


Overall, I just wanna see more of this. I really like what I'm seeing, and I hope to see more of it in the future,

(+1)

So update I found the company that lets you mark cells. So it is a feature, but I don't think it should be exclusively locked behind one company. It's too much of a nice QoL to only have in 1 of 6 playstlyes.


Also the method you use is a bit awkward - just bumping into cells to mark them. It would be nice to be able to hover over a cell and press/hold a button for marking. One last small thing is that the current marking mask can somewhat blur the lines between cells. It'd be nice if there was a marking method that kept the borders more distinct? But that isn't nearly as much of an issue. All you have to do if you're unsure is unmark one of your cells real quick.


Lastly, upon a complete playthrough, the virus molecules could definitely use some more spice. The Gray, White, Red, and Pink variants in particular are very simple to defeat unless they're hybridized with another type. Perhaps having a cluster of three or more of the same color will grant a molecule new abilities within its own variant.

Also the type rarity is a bit strange too. Calcium and Phosphorus are Rare despite being pretty harmless while Helium is Uncommon and Nitrogen and Oxygen are Common. Of course I imagine that may be moreso for variety than challenge, in which case fair enough.

I 100% agree with the marking thing. It's really hard for me to keep stuff like that in my head.