Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Finished the game, nice game with future potential, there are so many things that can still be added in the game and it already has a lot going on in it. Custom Pieces, rooms and a little store to take a break and spend your earnings which also resets the retry to $1, +1 piece steal is OP, the others are somewhat lackluster, I just save for reset fights, but still nice to haves if you don't plan to even lose a fight. 

At first, I was expecting the enemies to have AI, but that was just me, depends on what you are going for. In my opinion, AI will make it more like a tactical game, w/o AI will make it more like a puzzle game. I just realized while writing this, it is a weird combination, when using the store, you are preparing for a puzzle, "what am I going to do in my resources so my future rooms can be solved", "am I going to use this piece that I'll be buying" and you don't know what you are going to prepare for, it gives an impression that the enemy pieces are out to get you, but you decide that yourself. I think the softlock issues is part of how it is designed currently.

(+1)

I have to be honest I really like the predictability aspect of having no AI. 

The thing I was going for at first was an area selection before the shop. Some areas would have more mega units, some would be better suited for close combat, some would feature something interesting in the level like a hole in the middle, a lot of walls, special enemies with very strong effects that makes you rethink the whole floor....

The predictability comes from the fact that I suck at chess. I want a game where I and only me get to do the plans in order to win a fight. If I lose, it is my fault and not some RNG. It is not well executed at the moment, but I feel that AI would not go into that favor.

I'm thinking about how to make the more interesting and have multiple directions I could go for, I'm starting to like the idea of getting the game developped further but am very scared of the scope (and a little bit of impostor syndrome + perfectionnism which would just freeze my ability to publish anything that isn't perfect). I like the game, it has issues, technical ones and some more design heavy. If I come across some clean solutions it could really become a game on it's own and not some kind of clone!

(+1)

I completely agree with you that I love that it feels like a puzzle game and the planning that goes into choosing pieces. That being said, many of the levels do feel a bit static. Maybe instead of an AI, some pieces could just have set movement paths, even if it was just in a circle or back and forth. One of my favorite levels was the giga bishop precisely because I could just maneuver around it. It was COMING FOR ME.

I really hope you do take this game farther. I enjoyed it so much!