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(+1)

This is a super interesting design.  I played all the way to the end, but there were a few balance issues that kept me from engaging much with the more interesting mechanics like swapping modes on tanks or even using other tanks besides the basic gunner.  Having every action cost persistent resources rather than per-turn movement/attack/specials is very unique but I think ultimately encourages a very conservative playstyle.  I just stuck with the basic tank because it was the most cost efficient to use.  Also, having to save up on the upgrade resource to produce more of it makes progression feel slow.   I think if upgrades to upgrading costed every other resource it might work a bit smoother.

Rolling the dice is super satisfying as others have said and the core premise is very solid.

(+1)

Yeah. I didn't get to fully take a look at the balancing and it caused some issue with pacing.
Some people had the intended pace, some took too long, and others zipped through it.
Most eventually zipped through once they realized the best strats.

aka, the SHOT or the KING.
The SHOT was the first one I made and became OP with the upgrades. 1 cost for a 2 ATK was crazy good, + it's range.
It basically became the clear strat.
The KING was just bugged and let you attack infinitely.

As for a conservative playstyle, the waves got stronger and change over time to mitigate that, so it was another thing with balance. Truth be told, the waves didn't get strong enough fast enough, were too slow in their movement, and not enough variety.

Originally, I was going to go with the dice cost their own resource. I might test that again with some newer changes I learned from seeing people play it.

So much I need to add and change. :V
But thanks for playing!