SIG is still in experimenting phase, I am fiddling with every possibility.
Based on some initial feedback, I am worried the mechanics is too complex? Maybe I should combine the ability system, upgrade system and combo system, remove Energy entirely.
i think there’s a solid amount of extra design space in giving the player more information about the tiles (chances, difficulty, resource rich-ness)
allowing greater speed up would be fantastic
i’d love if the game could be controlled strictly through just the mouse (clicking on an empty adjacent tile moves you there)
in terms of ux, i’d explore fading out the minefield when a battle is initiated
There’s a lot that’s feels solid about this, i think the main vector along which i feel the game is most lacking and at the same time has the most potential for, is giving the player more tools to make strategic decisions (clear information / probabilities / variety of what could be hiding where / overall danger)
In terms of mechanics and/or bugs, this game feels super solid.
Thank you very much verious_bolcious! You don’t know how much this means to me.
This is my first game ever. since I updated demo, it’s been already 100+ hours without any feedback and rating. I was really wondering if this game was actually fun! Your comment truly made my day.
I will definitely take your advices to heart, and see what I can do.
By the way, if you have a spare moment, would you mind leaving a rating on my itch page?
As a new developer, those stars are incredibly helpful for the algorithm to show the game to more people.
No pressure at all, but it would be the ultimate support! Thanks again for the solid encouragement!