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Thanks for the kind feedback! The difficulty curve is definitely the thing that I fiddled the most with, but I wanted the mass of 100 to be very hard to obtain, "equilibrium" at 70-80 is actually where I aimed at initially (actually at 80-90, so maybe it's slightly harder than I wanted it to be). The reason is that this point in the game it becomes hard to push the amount gradually, but it's still possible to make a "pendulum" of sorts: give up some mass strategically to get more complex shape, and then use this shape's big perimeter to overpower enemies and push past this 80 mark towards 90, I didn't want to give up this emerging change of strategy. 
But it's true that in the end it also created a frustration point of just getting to 80 pretty fast and endlessly hovering there, too much of a shift. I do plan to keep updating the game and address the difficulty by introducing a couple of different "levels", just 3 to 5 total, each available after getting to a 100 in the previous one, and then back to square 1 (literally) on the new level that slightly adjusts the difficulty curve and changes enemies to a different kind just to spice things up. For example I really want to have a level with enemies that shoot lasers that cut through the whole mass in a line, I feel like this would make the emergent shape even wilder. And I hope as a result I can make the feel of each level more consistent, and the difficulty curve into something varied rather that the current "easy for 5 minutes, then always hard".
I can't promise anything, but I really want to make this game into something more complete, so hopefully you can check it out later!

Maybe it would be a fun challenge to ask the user to maintain a certain minimum amount of mass less risk losing a life or hp, or something like that?  That value could increase with time in game, and interact with the current mechanics? idk. I'm not sure how to make choices that produce more mass rather than less.