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Quality of Life / Feature Wishlist

Apparently I can't step away from do;MIN(0). 

Just some thoughts I've come up with over way to many rounds:

1 - Have the code injection descriptions available on mouse over.

2 - Ability to see current code injections when selecting a new one.  

3 - Level task/challenge combinations nerfed/removed if they are terribly conflicting. Link 7 and it raining tiles - I'm unsure of what the odds are for having that be a winnable level. Perhaps with the correct code injections it would be more easily winnable - or maybe it isn't supposed to be winnable? I also noticed raining tiles and connect cards can become really difficult/impossible as the raining tiles will drop right next to where a tile is placed.

4 - Ability to a trade (mutate?) a tile after each round in case you have been forced to take an undesirable one that conflicts with your current deck build.

5 - An undo button just for the most recent move. I have accidentally placed a tile and it made me cry.

I am seriously impressed this was made in a month and I really hope it gets some continued development.

(+1)

Thanks again for these! These all absolutely make sense. Especially the number two, wonder why I didn't add that even though I recall having few times when I was pondering myself on the selection screen whether I had another skill or not.

The levels are meant to be very difficult past 20. The pars start increasing by a lot and fast and the tasks become very hard and of course the curses make them even more difficult.

I was toying around with having a card removal and/or skip (and now that I think of it maybe even a one time use reroll) but felt like it might be too much stuff thrown at the player at the start when they're not in need of it. Of course it would make sense to add these as unlocked via code injections.