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This one's excellent! I found myself making constant decisions as to where I should focus my attention, attempting to ensure a stable balance between the collection, defense, and objective completion.

The idea of one pool of resources for all actions means that there's always a tradeoff for committing to one pillar of the game loop. The dwindling resources across the map additionally create a natural ticking clock as the difficulty steadily increases.

I hesitate to give suggestions here, as there's already a very well-defined balance in the existing mechanics. More enemy types with additional house upgrades might be a nice thing to explore?

Excellent work!

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Wow, thank you so much for your detailed comment. I really appreciate that you have commented on the game design in detail, as it was one of my favourite things about this project coming together.


Thanks for playing! Really glad you enjoyed it. :)