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atrus159

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A member registered Aug 31, 2018 · View creator page →

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I played this entire game and enjoyed it, and I still don't know what the controls or mechanics are.

It's actually a really interesting little strategy game, although it's not presented that well. Having only one unit at a time turns out to be a pretty substantial twist on the usual games of this genre (I can't remember what the genre's called but I've played a couple like this.) I think with some expansion it could be a pretty fun either single player campaign or mini multiplayer game.

That said there are some really weird balance issues. I think the biggest miss is that units don't refund in any way when you recall them. With how slow gold is generated that means that to swap a unit out costs like a whole twenty seconds of resource collection. This is especially a problem since retreating units under your castle to shield them from your opponent's units is so good, and it's easy to accidentally recall them. I think an interesting twist would be to make it so you have a "bench" that you can store one of each unit on when you recall it. Swapping units around seems like where a lot of the strategy could come from if developed more, so I think it shouldn't be penalized as much.

Even though the presentation and mechanics explanation is not great, I found my self having fun learning how the game worked and it took me a good few attempts to make any progress.

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The act of throwing the iems around is weirdly satisfying, I think it was a realy good call to give them all the super exaggerated physics. I also thought the puzzle was pretty spot on, although I would have liked more places where I had to decide which item to bring (maybe some kind of gate that only one item can go through, idk). 


I think my biggest issue was getting stuck and having to restart. It was not obvious to me that R was restart, and so I wasted quite a few runs getting deep and then softlocking myself. This was especially bad since there were a few really tricky maneuvering bits that were just about satisfying the first time but really killed pacing the second time. I realize this would be a bit harder to program, but I would really recommend flashing a "Press R to Restart" prompt if the player gets stuck. If detecting if the player get stuck is too hard, one solution would be to have a quit button on the screen, and bring the prompt up when the player goes to quit the first time.


Apart from that my only gripe was that throwing 4 different items up the same hill got tedious after a while. I wanna stress, despite my irritation it was an enjoyable and fun experience. 

It took me quite a while but I got to this point eventually


When u get here it is actually impossible to progress because there's no way to spend your turns