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Thanks for the feedback, it's appreciated. All will be used to refine/improve the franchise. As a solo developer, not always able to test every scenario, but seeing how each person plays it a bit differently helps us to refine it to be better/more balanced.

As far as how we wanted combat to work. We wanted a "quick to kill/Quick to die" system. Not trying to have like 30 minute long battles or whatever. There's a little bit of RNG jank though as a result sometimes. It's a continuous process of evolution.

See, I had a feeling that was the design intent (quick to kill, quick to die). Trying to avoid 30 minute battles is always a good idea, but when RNG jank can make you take 30 minutes anyway? What was the point, right? Also, no matter what system, making OP AOE skills is always an issue. In the fight that kept killing me, I was getting mowed down by attacks that hit my entire party for around 500 damage per person. A far more reasonable amount of damage for that attack would've been 150 per person.

Yeah it's weird though because whenever I've fought that part and had some of the  right mix of skills and equipment it was super easy. But it's one part that some people get massively obliterated in with the game. With 7 battlers and yeah the RNG sometimes, sometimes some unpredictable things happen. Still working on the overall balance for the larger game.