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Theme is at least unique, and the variable ending is an amusing mechanic. The ability of madness to start burning 4 stability per turn when a level 2 unit is killed seems a bit overpowered. This makes having at least one agent with stabilize functionally mandatory. I understand that the agents aren't meant to kill the madness units, but it's still overly punishing. Given the overall mechanics, I'm not sure why the agent player would take anything besides a mix of guardians and healers to have access to stability, and higher defenses coupled with the ability to move enemies. The game seems conceptually interesting, but I don't know that the mechanics work in practice. The concept of doubling enemies on their death has also shown up a few times in various games in the jam as well, so I don't know that it's that original of a mechanic, though the mind of madness theme is fairly novel. It interacts with the notion of redefining failure, but by turning killing into a failure state, it renders large sections of the mechanics less than fully relevant.

Thanks for the feedback. These are definitely issues I’ll work on when I get a chance to do some revisions. I appreciate the thoughtful analysis.