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Nice idea! I think the base for the game has strong core features, it just needs some iterations to make it shine.

As it was hard to make right decisions in time, I used a hacky strategy to reach the tower => put two tiles that make the character go back and forth, and then draw a path until the tower. and when my path is done, I replace one tile of the loop by another tile that makes the character continue ^^ What would you think of waiting the player for making a choice before moving the character?

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I can see that player's character is moving way to fast, though i like the idea of giving player some adrenaline rush by limiting time and resources, you need to act fast and makes the best out of what you have which pressures mistakes but also adds some excitement to the game. But ye, I might overdo it, glad you make it to the end

(+1)

Yeah I see the excitement you're talking about.

It's also possible to have pressure without timing but encountering tough choices in resource management for example. I remember some games of Slay the Spire that were a lot oppressive ^^