Project Introduction
The gameplay follows the rules of the "Minesweeper" game, but does notstop the game when a player opens a "mine", it only imposes a time
penalty. Since the goal is to complete a task within a certain time
(usually finding "keys"), and not just to open all the cells, it makes
the game more dynamic, forcing the player to take risks, and challenges
the players' quick decision-making skills.
An additional element is “Modules” - elements that both the player and the opponent can “build” on the field, which, in the case of the player, will give more bonuses and make it easier to find “keys”, and in the case of the opponent, destroy the player's modules and generally make it more difficult for the player to find “keys”.
RPG elements (such as stats, items, and a skill tree) create progression and allow you to customize the game to
your style - the player can improve both the effectiveness of certain
skills and reduce the penalties for using them.
One of the mechanics is also the search for "targets" and the correct
use of their finances - to find higher-ranking criminal AIs, the player
needs to improve their systems at the right time and choose the most
"profitable" targets.
The game also has a storyline, during which the player will choose
certain answers that will affect the outcome of the story.
About Developer
I have about 5 years of experience in mobile & cross-platform development as UI & Gameplay Developer and Porting Engineer.Main Projects: Questland" (Gamesture), "Flip This House" (Ten Square Games), "Kosmokrats (Switch)", "Floodland" (VileMonarch)
I also participated in GameDevCamp as a programming mentor.