General thoughts
The strategy + incremental + slot machine idea is easy to understand, and I like that the gambling mechanic is tied directly into progression instead of feeling like a separate minigame. The presentation also has a lot of personality for such an early prototype, especially the casino UI and colorful map.
I also do not know your target platform or audience, but the overall presentation definitely gives me mobile game vibes. That could be a good or bad thing depending on what you are aiming for, but it was one of my immediate impressions.
One other thing I noticed is that I do not feel like the gambler theme is expressed strongly enough yet. The slot machine is there mechanically, but the broader fantasy still feels more like a strategy/incremental game with gambling layered on top. If “NecroGambler” is the core identity, I would push that theme harder across the map, upgrades, terminology, risk/reward decisions, and progression.
What I liked
- The basic loop of send units, earn souls, gamble for upgrades is very easy to grasp.
- The casino has a strong visual identity and feels like the natural centerpiece of the game.
- Glad to see it playable directly in the browser, especially for an early prototype.
- I think there is a good foundation here for satisfying incremental progression if the upgrades and gambling choices get deeper.
What I would change
- Make the slot machine more understandable and satisfying. A payout table or clearer explanation of what each symbol/result means would help a lot.
- Make the lever and other interactive elements more obviously clickable with hover, glow, or animation feedback.
- Make it clearer when and why I should visit the casino. Right now the strategy and gambling layers feel a little disconnected.
- Push the gambler fantasy further so the whole game feels built around risk, luck, betting, jackpots, and consequences rather than just having a slot machine as one system.
- Show more of the upgrade paths ahead of the player. Even if they are locked, seeing what I am working toward would give the progression loop more pull.
- Add a clearer win state or milestone so I know what I am ultimately building toward.
- I also like the suggestion of settlements eventually retaliating or creating pressure. Right now the map feels fairly passive, so adding resistance could make sending units feel like more of a strategic decision.
Overall, I think the core idea is understandable and has potential. I would focus most on making the gambling feel more central to the game’s identity, making the slot outcomes satisfying, showing future progression, and adding more tension to the strategy layer.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)