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This is a great execution of a clear idea! I had a lot of fun playing it. Also, three thoughts while playing:

1) it would be a huge quality of life help if you could tell which "damage squares" were being generated by which enemies (maybe hovering, maybe color coding).

2) balance-wise, I think the exploding squid/clouds should be introduced later in the game. Each squid thing takes a whole turn to kill safely, and that's only if you're in the right position--meaning that having lots of them early can really stretch out how many turns the player is passing, just waiting for safe cards.

3) also, it felt non-intuitive to me that killing the last enemy on a level doesn't instantly end the round...leading me to a "feels bad" defeat at the hands of one of said exploding squid.

Also, small provocation -- there seems to be no reason to limit this mechanic to a tiny grid! I would totally use this "hand of chess pieces" mechanic to move around a big dungeon.

Thanks! All of this is very valid criticism and stuff that's up there on my todo list :)

Re using the system to jump around a larger space, this is something I already pondered and it's definitely something to explore. For now I'm comfortable within this constricted 5x5 space both scope- and mechanics-wise, and feel like there's a lot of design juice to be squeezed out of it, and the restriction is more helpful than harmful. Surely an idea to revisit in the future, though.

Indeed. It seems like you really sliced off the perfect amount of scope for this challenge. :) And it sounds like you're super pumped to continue the development, which is super cool. Thanks for the response!