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Yeah I don't anybody likes getting blasted with load music the first thing when opening up the game. So I say the sooner you find a possible fix the better. I admittedly don't have any dev experience, so I can't offer any suggestions even though I'd like too.

And as for balance, I'm of the opinion that the less nerfing a game can get away with the better. So if you think you can buff Vepar without nerfing Gremory too much if at all without wrecking the game balance, I say go for that. Vepar's special sting skill felt a little on the weak side, so maybe buff that a bit?

Also bats and sleeping guards aren't the toughest enemies, so it makes sense Gremory's high damage would cut though them. Some magic resistant enemies would probably show off her glass canon-ness better.

(+1)

Alright, manually reduced the volume on all of the tracks that pop up, hopefully that'll help out in the next patch. Hopefully it at least doesn't
deafen people before they can get to the setting menu!

I'd also like to avoid nerfing the player characters. Abyssal Sting is pretty weak for a signature skill, I think I'll have it apply another point of poison damage per stack. I can always buff enemy health later if that change is too strong. 

Yeah, once more enemies start popping up the harder a time Gremory may have. In play testing she had a tendency to get really unlucky with damage rolls, with the bats each dealing 4 points of damage per turn or so if her own damage rolls low. But yeah I think she's alright where she is for the moment