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Zoiks, this is a great game, but murderously hard.  Or one might say that you need to be extremely lucky in the random placement of things, then make exactly the right moves.  Not that there's anything wrong with needing to play a game many times over many hours to win, but this one felt like being under siege in "Starship Troopers," i.e. not a pleasant feeling.  I have three possible suggestions for that, following:

1) Create a bias for the slimelets to be placed closer to the mother, and a bias for most enemies to be placed on the edges.  This would need to be reconciled with being able to dismantle enemy bombs, but at least it would cut down on the frustration of units scattered all over, not able to merge, etc.

2) Create ~3 levels of difficulty, and call the current one either "normal" or "hard."

3) Maybe better yet, create a sandbox mode such that the player can specify a slime energy cap, rate of energy building, and rate of enemy spawning.  This way the player wouldn't be able to say they won on normal mode, but they could gradually find the right difficulty levels for themselves, then see if they could top their achievements.  It would add motivation and cut down on frustration, I would hope.  Cheers!

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thanks for playing and for taking the time to leave a comment : )


1. I agree about the placement. I hope to try some things out with that in the next update.

2. Difficulty levels are interesting! I'd probably lean towards making the main version a little easier, then do some ascension type stuff a la Slay the Spire.

3. Sandbox mode is a fun idea! It could be sort of like the setup screen in Civilization hehe.