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(+2)

I enjoyed this, but I feel like the abilities are currently letting it down:


* The improved thrust using 2 energy meant that I was perpetually out of energy after getting it, and that was dealing me more damage than the enemies. Either it needs to be even more powerful, stick to one energy cost, or you need to be able to choose which to use - I think that last option is best, as it leads to more decision making.

* Even when there are 2 enemies, swing is still too weak to use, especially as killing one enemy and then the other is better to avoid taking damage.

* Slam seemed to be weaker than thrust, and I didn't want to keep trying it over and over to see if there was a better time to use it.

(+1)

Abilities are not great (they don't create new strategies or interesting synergies), but they're not completely useless:

  • "Improved thrust" is in fact the most powerful combat ability. Comparing to the default thrust, it does 3 points of damage (vs 2) and costs 2 points of energy (vs 1). That sounds underwhelming, but in practice it means that you can kill a zombie in 2 turns (vs 3), a fay in 1! turn (vs 2) and a witch in 2 turns (vs 4). It's a big and important difference.
  • "Swing" only makes sense when you're fighting more than 1 enemy. I think it's a decent starting action if you're using the default thrust (not the improved one). Also, it creates a quite powerful combo with the unstable shroom against 3+ enemies (because shrooms do more damage to already damaged monsters).
  • "Slam" too only makes sense against multiple enemies. It does the same amount of damage as the default thrust and costs 1 more point of energy. In addition, it shuffles the enemies and interrupts their powerful moves. It's rather situational.