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I found the 3 vs. 3 battles to work well, it caused the battles to last just long enough to really figure out how to move around the stage without overstaying its welcome. 4 vs. 4 could work too, but you'd need to do extra testing to see which is better. It could be interesting to have larger battles as special rounds, such as a 5-monster team that has to defeat a few waves of monsters, but if you fine-tune the battles more I don't think you need to have too large of battle parties.

If you're planning on a commercial release, I would recommend spending a lot more time on drop rates. Players don't know if you're modifying the drop rates behind the scenes, so you could tweak things so that a player is less likely to get the same monster over and over and over.

I definitely know how I can better randomize the rates for the drops. Between spliting things into 3 themed machines and a common event check I know how. Thank you!

Thank you so much for all of the feedback you offered before. I've since gone back in and done a lot of quality of life improvements to improve the game for an eventual kickstarter and commercial release. I would be honored if you ever had time to give it another try.