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I felt like I was playing well - or at least as well as the game seemed to be allowing me to play, and I think it would be possible to halve the time it took to get to the end without sacrificing the sense of a long trudge toward excessive escalation. If I were making this game and working on emphasising how that builds up over time, I think I'd be looking at showing escalation on the enemy side over making the experience longer. Of course, this is your game, not mine!

I'm not sure if you caught my stream, but I was definitely talking about that aspect of not accomplishing anything/doing more harm than good. I don't think asking war enthusiasts to be critical about the stuff they fetishise is anything to apologise for! :D

Super glad to hear it's been a rewarding project to work on!

(+1)

I didn’t mean to insinuate that you weren’t playing well. Just that the game is very easy. As soon as you upgrade to an SMG or two, there’s no challenge. It just becomes a rather tedious slog as you said, with no buildup, no goals apart from that next upgrade. But that trudge is incidental, not intentional.

The game does feel too long, but that’s because we didn’t get around to implementing planned features that would have (hopefully) made gameplay more interesting. “The best-laid schemes of mice and men” et cetera. We slapped together what we had on the last day and tested just enough to make sure it doesn’t explode, but that’s all you get.

Gotcha!