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…feel like it needs to be a little easier early on to get people addicted.

Due to strict time limits (free time after work), I did not manage to pay due attention to the balance and the prototype now issues tasks based on randomness from the set that was originally built in.

But, I think, the basic idea should be clear: I wanted to build the whole game on “second chances” and force the player to lose enough to win, but not too much for this to become a problem.

I actually think you should continue working on it - that’s how much I thought of the potential.

Well, if someone really likes the idea, then I will try to develop it much more than what I managed to do in the prototype. I have enough ideas to diversify the mechanics, terms of contracts and (even) the plot.

Thanks for your comment!