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The asymmetry of the upgrades you can do was great. Some paths just broke off earlier and I didn't realize it, hence why i played it a second time with my intentional selections. I might do more successive runs optimizing only for 1 resource each just to see how it goes.

Also the silent endless mode of being able to go above 10 fire was great design.

I also tried to place the resources all over the map in the first run only to realize it penalized efficiency instead. Might be an idea to force it in some aspect so that I can't just pack everything together on one side, get the click upgrade and turn it into an autoclicker.

Thank you so much for the detailed response! Really glad to see the design intent resonate with you!

Yeah fair point about the spawners, I added a "no zone" around the fire but perhaps the spawners themselves could have tiny no zones around them so theres a limit to how much you can stack together