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(+2)

Great fun, great concept, great presentation (except the leaderboard, which slightly lets the presentation down, not enough to lose a star though).

Couldn't figure out the controls at first. There was a bit too much to read about what each move did, and not quite enough hints about how to actually make a move! I figured it out pretty easily however.

I never felt confident enough about what each of the moves do to be able to plan ahead. They seem deliberatly designed to not synergise well. I guess finding those good patterns of moves is the point of the game, and there's no lack of depth to the grand strategy.

I had two goes, which probably wasn't quite enough. There's a whole load of other game on my list though, and I'll need to get back to doing some actual work sometime. The first go I was pretty happy with, I got the hang of making reasonably decent moves towards the end. But I still failed, with a score of 200.

My second go I knew way more about what I was doing. I prioritised collecting the chillis and got extra skills earlier. Enough to make a difference with the number of turns left. I got my hero a decent enough salad to make friends and put off my slaying to another time!

Overall, excellent work!

Hey, thanks a lot for the detailed feedback!

I'd say you captured the essential design choices we tried to convey! Mainly, the fact that skills dont synergise is supposed to represent the clumsyness of the boss, who's more used to crush heroes mindlessly than growing veggies!

In a design stand point it's a bit frustrating, but when you get the hang of using skills while managing you positionning it gets interesting (imo).