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(+1)

I appreciate the feedback. 

I am aware that the million japanese stuff is a bit of a turnoff but the characters are all more rooted from japanese concepts/ideologies. Hence why it kinda reflects in their wording more. I'll admit localizing it to more general audiences is a bit of a challenge in that aspect. 

The feedback of just picking the higher number only is something that has been noted. The reason why I chose to put a higher number as the mechanic was to emphasize the exceed part of the theme. To exceed what's better than the expected value. It's difficult to really fix this during the jam period. On normal/hard difficulty, the variance is a little less obvious and you have lesser options to choose from. On the latter stages, the increase value rates for the enemy gradually do go up faster. Hence why it gets more difficult on latter stages. The dragon gets tankier as well. Forcing you to use Khromko's skills.

As for the dragon fight, I will admit that on normal difficulty the timer is slower than it is faster. Also damage rates are low unless you use Khromko's skill, which deals more damage while his skill is active. I didn't really tutorialize it that well for that fight in particular due to a lack of feedback during that fight. So I appreciate the candor.