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Aside form the small implementation of the factory theme, (I say that because You could re skin this game with Easter eggs with a basket and nobody could tell the difference) I see potential in this.

The input is good, the fundamental game play loop is there and enjoyable, and most importantly anyone who sees this can understand the game without a lengthy tutorial.

By implementing things such as linear progressive difficulty, new kinds of collectibles with varied stats and point outcomes, and finding a way to create more decisions for the player you could make this into an fun engaging. (One idea is that you could press a button and go into an 'active' mode, where you can either shoot bombs or just run around faster but you can't collect the gears and nails, and pressing it again will put you back into the 'collection' mode. Lower the health and make a reason for the player NOT to miss any pickups and you now have an engaged player)