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Interesting and super polished, but the super random nature of what's next kinda makes it feel pretty arbitrary, and the lack of "comboy" mechanics hurts it somewhat. (Yes you can intentionally stack up a bigger chain to pop all at once but that doesn't feel clever, it feels more like you got the right piece before you got choked out more than you feel like you made a smart play).

Kinda wonder if the rules could be iterated a bit more. I think there's potential in changing the needing to choose one of x number of connections sometimes thing, that feels clunky and less interesting.

Yeah, I hear what you're saying about the lack of special combo-rules for making more advanced/larger groups in some way. Maybe something could be done with popping multiple groups of the same color in sequence, or maybe give multipliers based on the number of blocks a group clears?

Risk and reward. Best games of these genre has a way to dig oneself into a hole for a bigger reward. Like previously said, I could leave a bunch of blocks out unpopped, but because popping basically means waiting for the right colour/number to come up, it feels one dimensional and has little to do with skill.

I think the player needs more agency or ability to forecast.