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Feedback Wanted for Sink And Score – Grid-Based Roguelike with Card Mechanics

A topic by Bahadir1 created Jul 26, 2025 Views: 140 Replies: 5
Viewing posts 1 to 2

Hey everyone!
I'm working on Sink And Score, a grid-based roguelike with card mechanics and permadeath. The goal is to uncover hidden ships on the grid-based map, reach the required score, and complete the levels. Along the way, we use various cards from the store to overcome challenges we encounter on the map.

I'd love to hear your feedback on the demo

https://bahadir1.itch.io/sink-and-score

(+1)

Hey Bahadir,

played your game now for a bit. It is fun, just a few things to mention from the little experience i have now:

- there is some trouble with the cards overlapping the playing field (couldn't click on the field below a card)

- you probably know there is a text inside the tutorial "which reaches over the boarder of it's representation panel"

- for me it's trouble some to click to go to the shop... i would like have the earnings report and then jump directly into the part, where I can buy cards and upgrades

- a strategy where I simply buy "rockets" and combine with a few passive cards works surprisingly well

- I don't like to buy active cards "if they are lost" ... it feels like a "thing that needs to be done..." but since you don't keep them around they feel a bit wasted... maybe you're supposed to hord them... and play if in dire need. ... for me it doesn't feel good... maybe you can introduce some extra "currency" for active cards... not sure or weaken them and make them playable every turn... just speaking from a point of psychology... not if a strategy with active cards is best

- You can actually move the camera and change the zoom setting. This is available in the controls section.

- Before the shop screen, you're given information about the next level, which I think is a must-see before going to the shop screen. You might even be able to purchase a card specifically for that level.

- Yes, active cards disappear when used, but that's why their prices are low. But maybe I can update them so each level can be used a certain number of times.

Thank you for your comments.

(1 edit)

Hey Bahadir1,

just wanted to clarify this one point (just in case it wasn't clear ): a strategy which is simply buying "rockets" and combine with a few passive cards works surprisingly well

- don't think this strategy should work well "because it is quite boring gameplay"... because most of the time you don't have to think too much... maybe you can tweek the parameters a bit if you want... to make it not viable any more (of course only if you see it as a problem) :)

One thing that comes to my mind is to make only the upgrades costly (number of cards, number of missiles, amount of energy). Cards and rerolls will be free in the store. They will reset at the start of each round. This means the player will create a new deck for each round based on the information in the next level. Cards can be purchased up to the maximum number of cards. Do you think it would be better if I made a system like that?

(2 edits)

Sounds good to me, think the difficult part will be to balance "the randomness"... think if you can fullfill the following conditions

- your main stratgey by the passive cards is most relevant

- if played correctly a "correct play" which adjust for the given level based on right passive card strategy fails only in rare cases

-  you can get lucky in rare cases with the offered direct cards (just need to be rare enough to feel quite special)

it might be quite enjoyable... of course playtesting will show that it really works