Thanks! That's fair, the progression is pretty linear at the moment. I really like the idea of choosing future enemy waves though
Glad you had fun

Hey Everyone, check out my game "Major Mutt" here: https://vongoforge.itch.io/major-mutt/devlog/1371546/major-mutt-first-release
It is a 3D roguelike action horde survivor game I have been working on the past couple of weeks. The core minutes to minute survival loop feels pretty good. Enemies swarm in, you mow them down, grab Bone XP, level up, and slowly (or rapidly) become an absolute menace to the bug population. The overall loop still needs work
Bone XP & Leveling Defeating enemies drops Bone XP, which lets you level up. Upgrades are randomized and come in different rarities, so some runs spiral into ridiculous overpowered builds… and others? Not so much
Procedural Maze Maze map is generate procedurally. There are always 5 open areas that make this kind of game feel great with tunnels/passages connecting the areas
Sheep Rescue You’ll find sheep trapped in webbing in the open area. Your objective is to save them
Enemy Swarms There are 3 level of non boss enemies each level with few basic grunts and elites. The enemies spawn at an increasingly faster rate until you hit a threshold and then the next level of enemies start spawning. Special events like starting to rescue sheep or finishing rescue may also spawn waves.
I’d genuinely love your feedback. Please leave a comment and I will try to address it as soon as possible
They all start with the same base stats, but the enemies have certain number of upgrades unlocked, so their hp, damage etc get scaled as well. However since the upgrade path the player takes may not be same as the enemy, they end up being different feeling. I will work on trying to figure out a more elegant solution!
This was a really great idea for a game. The aesthetics reminded me of old school golf "simulators" and combined with idler genre. It was difficult to make chip shots, especially when the ball is very close to the edge of the green. Maybe giving a way to change the club would help with that, and it would also give incentive to upgrade the clubs. Overall I think there's something there, the old school golf shop aesthetics with some new game play could be fun when done well.
Thanks! That is actually very insightful comment, it explains why I have two sets of feedback from two types of people. Some are suggesting more incremental stuff and some are suggesting more age of war type stuff, and I need to figure out which way to take this game instead of trying to make it fit into both!