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This was particularly interesting actually!

Being a fully skilled-based game, I think you could've made do if there was a consistent way of dealing with ties/draws, because the randomness of outcome kinda takes away from the tactical/strategic aspect of the game.


Granted there is a small level of RNG in the game ( with moving enemies), it was not too particularly prominent or deetracting from the skill component of the game.

This had been quite enjoyable! As a unique mix of puzzle and real-time gameplay with it. 

As a small suggestion, perhaps you can move the UI closer to the player because I find myself constantly looking at the top right and at the center which can become visually tiring after a long session.