Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

https://www.twitch.tv/videos/2401088473

This game was a lot easier for me to pick up and just fool around with the elements and have some fun - than Alchemickal.

Obviously there isn’t much content in the game yet in terms of stages and enemies, I’m not sure if the VS loop is the best you can do, as unlock progress did not seem so interesting apart from the (deterministic) element unlocks. What I mean is, it might be interesting to have entirely nonrandom levels, fixed enemies, fixed power-ups, and the challenge is to find an order of element unlocks that works best to beat the level. So different kinds of enemies would make the spells "balanced" : You can just design a level where steam spells are especially elevent, because enemies charge at you, or whatever. You can try to encode such a thing in VS, but I’m not really gonna switch to steam just because 2 out of 50 enemies are charging at me. I feel also the flat world without obstacles makes interactions very 1-dimensional.

Anyways, cool project, keep trucking.

Thank you for the stream vod and feedback. 

I agree, and while the survival loop serves as a strict combat balance test for now, I still wish for it to be an interesting and fun mode. The main game will be more sequenced, but still mostly procedural. I appreciate the suggestion of a more logically designed pattern for the player will deal with, based on their tools. Even if repeated sometimes, that can go a long way. Thanks for playing