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πŸ‘€πŸ‘€πŸ‘€

ooh, interesting ideas. I really like the sound of the first two points.

With the third point - I guess that having some sort of endless/score attack mode (3 failures = game over? steadily draining β€˜funding’ meter that fills up a bit when you successfully heal someone but takes a massive hit when you fail someone and lose all funding = game over?) might be worth considering as well - probably easier to get up and running and tweak later on.

The potentially endless corridor sounds like an interesting idea as well - but I could very easily see it reaching the point where it’s physically impossible for the player to traverse between rooms fast enough to cure patients. Then again, I could kinda see it working if there was some sort of β€˜hiring more staff to help out’ system (which could work with the day system, allowing the player to hire more staff and potentially give them patrol routes(?)/assign them to wards between days, to make it a bit more feasible to keep up, but still requiring the player to actively do the thing and keep up with everything)

Either way, πŸ‘€πŸ‘€πŸ‘€πŸ‘€πŸ‘€πŸ‘€πŸ‘€