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(+1)

I always love a good game that involves AI monsters. Seems like a lot of people did something similar! Lots of Hunt:Showdown inspiration! 

  • "Sweat" is a good term.  Having zombies show up anywhere is fine, though in practice it usually meant "put them very close to the enemy player" which wound up making LOTS of chaff for the player to cut through. Loads of zombie minis, for sure! Is there a way to get rid of sweat?
  • Aggro staying around is a bit tricky; a quick playtest had me ending up with a lot of tokens. Not a deal-breaker of course.
  • Some proofreading would be good; under "reinforcements" for example, you have "If a ___ has lost a model" 
  • The 6x4 board ended up feeling a bit large and maybe wasteful. Lots of space simply wasn't used. It was a bit odd that the first thing the boss did was leave the central area, exiting the protective presence of a cluster of mobs. Seemed easy to kite.
  • Those points of interest are a pretty hard sell, since the benefits seem pretty small and the dangers are high. But I guess it's also something you can use offensively during placement.
  • The dual purpose design is the sweat generation, I think? 
(+1)

so you kinda pegged a lot of what I would want to work on if I had more time. I feel like resetting aggro and sweat at the end of a round or lowering by a certain number would be something I would add in as during my games I was just using a digital counter to wrack it up. 

6x4 was a little bigger than needed but I wanted to spread the action around. It did lead to some kiting and ai cheese though, maybe some tweaks could be done to that but I like the open spaces.

Dual purpose was kinda everything. Sweat is actions and enemy spawns, aggro is attached to using weapons and how ai reacts, killing was both spawning a boss and a currency. I tried to jam as many uses for each thing in as possible. In hindsight maybe not the most elegant but I was forcing the theme. 

Thanks for the feedback.