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What I liked:

  • The art is very nice and professional looking (besides the enemies, and I would consider making the crabs 3d as well)
  • The concept is unique and I could see it having some pretty in depth strategy

What I thought could be improved:

  • Honestly I just don't think this is a type of game I see myself choosing to play. I think it's in a weird place in terms of genre and game objectives. I could see these mechanics being addictive and fun in a pvp game, or if there was maybe some overarching goal/narrative, maybe exploration of areas, or if progress was saved and you could keep grinding to level up or something (idk, just some ideas of objectives. Not saying any of these ideas are specifically what you should do)
  • That's really my main critique. Besides that I think some other ppl mentioned improvements to controls that I generally agree with (I will say I used the hotkeys and that was quite a bit easier)

Thanks for you feedback! I really appreciate it!

Square enemies are totally a placeholder, I wasn't able to replace them befor the quest. I'll let the artist I work with know that everyone likes the crabs! 

I do have an intention of making the game deeper and more strategic, and I'm not quite happy with what is there yet. My main inspiration came from raiding in WoW, so I would like to implement more boss-like mechanics and patterns in the future. There is also a plan to add "roguelite" progression on top of it between the runs - I just wanted to polish core gameplay a little bit more before I got to that. I was also thinking about adding narrative to support the whole thing (probably not much, just some basic worldbuilding to set the tone and set a goal, as you mentioned)

Anyway, all good points and suggestions, it confirmes to me the importance of certain things I'm planning to do and gives something to think about!

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all great ideas! I’m interested to see the final game