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it was really fun! especially regarding having boss enemies that you have to think out of the box for a moment on how to defeat them. I only fought the fire guys so I don't know if you have other versions of bosses, but I'll definitely try to give them features to tap on the player's available cards. maybe some enemies that are healed by poison and so on.

overall I really liked it but I don't know if you're planning on infinite mode as the only means to play. I kinda liked the level structure on the tutorial. I was enjoying the puzzle approach way more than the "infinite run" one (although it was fun to see that much variety in a single play too).

In the current live version there's only fire guy to fight, but another boss already done and ready to be published with the next update. I just want to add a special drop for that one and a few other things. In the future there definitely will be enemies which annoy players with certain board and card manipulations :)

Biggest problem with puzzle-based rooms, that I'm very bad at making puzzles. Unless they would be very basic ones and take me forever to design anyway. Maybe I'll get some help there, just need to create a proper grid editor first.

Either way, in the future endless runs will have much more variety and maybe even include certain special rooms (for example if bosses would need more/less space and etc).

I see! I don't do well designing puzzles either, so I know what you mean haha

I think that if you add some quests/milestones to the endless runs you can increase the amount of satisfaction the player gets from each run.

So I'm trying to suggest something where every time the player finishes the infinite mode they can at least look at other achievements to feel like they're making progress, instead of the scenario where they're just trying to beat their own  highscore