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I've seen a similiar concept to yours a few times this jam, but none have executed it this well I feel like. The added limitation through the tree nodes makes this idea a lot more complex and engaging, which is something the other games lack. Really smart decision. Good job!

(+1)

Thanks for the positive feedback Rolim. My game isn't very polished due to time constraints, but I am glad you liked core mechanics.

It was exactly what I was going for: by having input (rather than output) randomness and then by having the game state constantly changing I hoped to force the Player to make interesting decisions and trade-offs rather than relying on RNG or some optimal strategy. For example:

  • Do I select an ATK node now even though my highest roll is 3 and that stops me using a 6 on that node later?
  • Do I upgrade ATK or DEF knowing my enemy is building up there DEF? 
  • Do I upgrade this Node now, for a less impactful boost, but it opens up a better Node for next round?
  • Do I save my Three of a Kind and forgo a boost now in the hope to execute a FullHouse or Four/Five of a Kind Action later?

The skill tree isn't as impactful or balanced as I was planning - but that's the 48 hour limit for you. There was even a Shield resource that I implemented that provided temporary Defense but then able to be traded for a big attack (e.g. Shield Slam), but it is almost impossible to use with the current skill tree.

Thanks again for your feedback and good luck with the Jam - I liked your game a lot as well.