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The implementation of the balancing is a clever design and mechanic that lets the player set their own progression curve. If you play defensively then it will be always in balance, but you'll have a harder time surviving later on. If you farm too much then you'll have to do equally well on the next scale, and if you didn't do well on the first scale - it can turn into a survival horror game on the second scale.  The player is either punished or rewarded in a snowball towards positive and negative feedback loop as enemies chase you around and you are denied resource to get stronger if you play it too safe.

The game can benefit from a lot more juice in the controls , audio fx, and interface, which is something I would look forward to if in a full game.