Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thank you for your feedback, I am definitely aiming to fix most of the confusion and spelling in the game so will take it all into consideration.

1 health pool per run is a good call. Currently I wanted to give at least 1 safe kill per round without much drawback and treat it more as a '1 confirmation' per round which is useful or needed in difficult levels. But main mode could be redesigned to fit a health pool that is persistent through out a run, and you are right, kills would be more meaningful then. I am looking into that.

(+1)

If you do intend for a shared health pool, I would advise some prevention against villages which do not provide much information. I had an early village of:

Lover (1 adjacent evil) / Enlightened (nearest evil counterclockwise) / Medium (#4 is real) / Gemcrafter (#3 is Good) / Confessor (I am Good) / Enlightened (nearest evil clockwise),

which has a 50/50 chance of losing health no matter how good of a logician you are.