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Really clever and well thought out design. I love the way you've tuned the player decision space to just the initiative area, with everything else randomised. Mathematically it comes down to a blackjack like (but with way more depth) risk calculation setup.

My only thought is around length. Because the lines can move forward or back, and the player can repair planes, the game has the potential to go on for a while. Like a real war I suppose. When playing the later, harder missions, I generally ended up going backwards, and got stuck in the middle for a while.

Mind you I'm getting very bad dice... 4 ground and 2 planes be like welp :p

Sorry for the late reply! Thank you for the comments! I say that's that's an accurate assessment. There is definitely a push your luck mechanic, but I tried to mitigate it by decision spaces of initiative, bonus for combining attacks, and being able to send planes back for repair. Thematically, I did want the back and forth to be a thing - but balancing it out so it wasn't to easy or too hard was a challenge! I totally see being stuck in the middle for too long being annoying.  The game should go one way or another at a reasonable point. Thank you for mentioning your experience with that. This gets me thinking about ways to mitigate that.  

And bad dice with 4 on the ground and 2 in the sky is not a promising spot to be in! I hope you gave'em hell :-)