Yeah thanks for the feedback, I was just thinking of making it more difficult to run by adding enemies that punish you for it. But actually adding a reward for killing enemies is another way to incentivize the player to fight instead of run, thanks for the idea and thanks for playing!
source1012
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I loved the graphics, it made the game feel very immersive, and the sound effects were good too! I think if you make the ship's movement less tied to the camera it could give the game a better feel, like have the ship start accelerating in one direction first and the camera could "catch up" to it, or look ahead in the direction it's going in after a while, etc. at first I didn't realize the ship was moving when I was pressing WASD, then I realized that the space around the ship was moving. Once I got the hang of that, I liked the gameplay!
I like simulation games like these a lot. I think it fit the theme really well and is a clever way to include the wild cards too. I'd recommend adding some kind of visual to display the amount of healthy/infected people because it can be hard to envision big numbers just by themselves.
I found myself losing a lot due to mistrust, so my strategy changed to always invest as much as I can into advertising, and then the game got a lot more fun because I got more funds. The top headline/new variants were nice features to contrast all the numbers. Good job!
I had a lot of fun playing this! After my first playthrough I thought that the stones were pretty useless/underpowered and the same thing about the axe, and didn't see much point in them. I thought the best strategy was to just focus apples and axe when I needed to. Then, I tried to tame the uncontrollable forest.
Sadly, this was taken moments before disaster as the ghost popped out of a bush and killed me. The camouflaged wildcard was used really well here too, as I lost track of the ghost a bunch and found myself running for my life. Good job, I really liked this game!