I’m a solo dev working on a small cat lane strategy game called Claws of Power, and lately I’ve been focusing a lot on the out-of-match progression instead of just the battles.
Right now there are a few main pieces:
The base can be upgraded to increase its HP. A lot of players (including me) tend to ignore it at first and just go full offense, but some people like stacking base HP and playing more “hold and counter” style. Later I want to give the base its own talents, like blocking one big hit, reflecting damage, or even adding small turrets.
The Treat Factory controls how fast you get treats (the in-match resource). After it hits level 20, it unlocks Treat Storage, which increases how many treats you start with, so you can drop expensive units right at the beginning if you want.
Then there are items. Once you buy an item, you can bring it into every battle—it’s cooldown-based, not consumed. You can equip up to three.
For example, there’s a whistle that makes your own units stop pushing for a bit (good for keeping the fight near your base), and a charge horn that speeds your units up so melee cats can reach annoying ranged enemies faster.
Overall the idea is to give you some long-term growth and tools to shape your playstyle, without turning it into a pure grind.
If you want to see more of the game, there’s a free demo of Claws of Power on Steam:
https://store.steampowered.com/app/3998900/_/ 🐾
And if you’re curious how I actually draw the cats and cover art, I recorded a little process video here:
“Drawing My Cats – Art & Cover for My Indie Game ‘Claws of Power’”
https://youtu.be/sSHbUVtU-j8