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Thanks! We should have spent more time on the sound design but when we actually got around to it we had less than an hour before deadline :p

The idea behind the skeletons taking tiles away is that it would create a nice feedback loop. When you have a lot of tiles it's easier to get more points, since more coins would spawn, but it would also be harder to survive, since there would both be more enemies and the tiles would be harder to move around. In return, when you have fewer tiles, you will naturally get less points but the threat would also be smaller. That way, when you get hit, the game offers you some time to recover with an easier map layout. I think it mostly works well, since you are forced to get D6 to progress, but maybe some form of pressure to also stop you from taking too much damage (or some bigger reward for not taking damage...) might have incentivized the player to try to keep the ammount of tiles high

Thanks for the feedback!