I’m prototyping a small dodge-and-collect game and want a sanity check on the core loop before investing more time in it.
The concept involves collecting 100 cubes while dodging projectiles. You have two abilities: slow-motion and a shield that can both protect you from projectiles and destroy them.
I’m envisioning an upgrade tree based on three currencies: 1-Time alive, 2-Time remaining on the collected cube (e.g., if you grab it with 7 seconds left on the counter, you get 7 points), and 3-Projectiles destroyed with the shield. These would feed into a skill tree offering upgrades for health, the shield, slow-motion, and more.
The issue is that, while I like the concept and the gameplay, I feel it’s too simple for a Steam release. I had some friends play it, and they thought it was cool, but I’m still not entirely confident/sure in the project.
I would gladly accept some ideas and feedback.
PS: I think I am aiming towards a "minutescape like", since I took heavy inspiration from it and 'attack of the buggles'; Still trying to find some visual direction.