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Yeah, I had a bit of a struggle coming up with unique challenges  and what I went for is some restrictions that would force people to maybe learn the mechanics of certain elements individually or other parts like exact specifics of air scaling, but the biggest thing is that I regret not making at least some of the later challenges like really hard in some strategy way, I just didn't want there to be a bar of entry so that people who couldn't find the strategy wouldn't finish the game, but I guess that's the point a little of strategy games. Ideally the challenges make you learn how elements are optimized to be ready for another reset layer I wanted to put after you hit the stone where everything is elevated and now you should be using the upgrades in proper strategies