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(+1)

I just love it. Didn't get what was going on after 30 seconds into the experiences, but then I was totally invested. I really liked the idea of frustrating the hero's plans.

In the beginning, I just spawned basic mobs, until I realised that by combining them I could really be annoying. So I feel the game invites the player to experiment with different combinations.

Also, the idea of facing and AI with different  AIs, being you who coordinates them, underlined that, in spite what I am looking at looks like a FPS, it is in fact a management game. Quite a great crossover!

The interface might look too big for the mobs that can be spawned, but I think that is secondary, as what matters the most is where you place them and how you build your army. The hero's view is just secondary to this end.

Personally, I like UI brutalism (like those webs from the 90s, stuffed with gifs and violent colorful backgrounds. So I really liked to see all that move, with an intentional low quality audio and tons of action. You made mechanics go beyond graphics, which (IMO) is what nowadays AAA industry lacks about; too much glitter but no compromised with handling things "under the hood". In this case, getting to be in the background was very ammusing!