Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Scorpion451

5
Posts
18
Following
A member registered Jan 09, 2019

Recent community posts

(1 edit)

Echoing what others have said, this may be a very rough first draft, but it's got the makings of a fantastic game. (Please don't abandon it, this is one to keep polishing.)

The fusion of a deckbuilder with a shape-packing mechanic is a great twist, and the way that some cards leave items on the grid that can interact with each other has a TON of potential that reminds me a little bit of Backpack Hero. I'd love to see more of that as things develop.

Have you considered making the requirement something like "use X or fewer flags" instead of "don't use flags"?

Not being able to use them at all just leads me to ignore the mechanic entirely, so that I always get the bonus for doing nothing.

(1 edit)

One of the things I find frustrating is that there's no reliable way to defend against contact-damage-immune threats that invade internal spaces, like worms and centipedes, and their eggs- needlers can't target them, and tentacles can only attack their own square, so you can only watch as they chew through critical body segments, and spawn more from also untouchable eggs.

Something like an organ or evolution that negated contact damage immunity for nearby tiles, or that allowed tentacles to protect neighboring tiles would be game-changing.

To also minimize spoilers: there are windows where the rover can be supplied with sufficient power without the generator, and taking the upgraded water recycler allows skipping certain extremely time-consuming scavenging options in favor of reaching places earlier.

That would be another good example of an incremental