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(1 edit) (+1)

Thanks for playing! I'm happy to hear you like this game's concept.

I wanted to try something new with "cure for TFs" as a gameplay mechanic. And the "TFs are permanent, just replace the TF'd with new recruits" approach seemed the rarest of what I could imagine - as far as TF games go, I don't think I have seen any. (Replace "TF'd" with "killed" and you get Wizardry.)

I tried to make those death-equivalents not huge setbacks, partly because TFs are hard to avoid entirely in this game, and partly because I don't want to punish players too much for "non-optimal" gameplay.