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My team had the same idea as you, though our game requires you to help the "player" by taking charge of all of the games' systems instead of cheating in favour of the "player". 
You've created a very fun spin of the same general idea, it's very neat, thou a little overwhelming at the start with all the buttons

Indeed. There are too many buttons on the screen when the game starts. At the beginning of game design, we plan to show the different parts of ui step by step. But the time is limited, we are only able to bring all things at first instead. Also, the skill icons are too similar, which makes the UI(player) cannot figure out which skill to choose when encounter different monsters.