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Well bear in mind that a major part of the early game will be recruiting adventurers/mercenaries, so the imps are very unlikely to be running solo. I still need to design the enemies that they'll be fighting in the first region, which will be more varied than "two bats" or "one knight who's
kinda sleepy." And these skills will be upgraded as they level up, so I want to leave some room for improvement.

There's a small chance I debuff Cerberean Strikes, but I don't know for sure if that will be necessary. I'm likely going to make Cry Havoc affect
her whole party.

I think I'm happy with Vepar's skills for the moment. It's likely that she'll be able to recruit mercs who have poison skills of their own, and she 
usually get around to applying another stack before it wears off anyway so I think it's fine. Obfuscation blinds enemies which gives them a
50% chance to miss, so sadly I think that was just bad luck there. It also debuffs enemy Atk by 1, just in case their attacks do land, but Bats only have 1 Atk to begin with and I'm not sure if that can go any lower.

Gremory's skills also play into the idea that she won't be fighting alone. She'll want to recruit tankier party members to take the heat off herself, and a few rounds of nothing but healing can make a pretty big impact. 


I definitely overtuned Marcy a bit, since the imps aren't supposed to feel TOO powerful yet (pretty weak even), but I think I know how to get around that later on

well to be honest i wasn't aware you were planing on adding party members, i just said with what i had as impression as i played so i did not had in mind of the whole recruiting allies idea, so it fine if there are things you wanna keep that way

also as i read your message i decided to check the part where marcy fights the knights again so i could test out her playstyle again, it possible that the cerberean strikes may be a bit too strong,like it could deal 5 damage on each hit so i may could suggest to debuff it atleast to 1-2+atk,i did a second play run on the knights fight but this time only by attacking and not using the skill, marcy can take on a total of 3 out of 7 knights with no criticals involved before being defeated, which i think it fair for someone that is a warrior build but it your call mostly

Might nerf Marcy just a little bit, but I don't mind if she winds up being a kind of "easy mode" until the player can unlock their sin subclass. I think I'll at least remove its ability to crit, since those numbers get craaazy. I was considering just making each attack deal damage equal to 
her Atk stat, but that makes it pretty useless against enemies with higher Def. The next major update will really start getting into the meat and potatoes of combat, so I think I'll keep the changes to a minimum until that's released.

fair, and not gonna lie when i first played the game, it did felt like from marcy to gremory it was like easy,normal and hard difficulty,

and a idea did just got up about removing marcy crits, maybe leave the ability to crit to vepar as rogue playstyle can rely on that, with marcy strengh it would be fair if to remove her ability to crit, and gremory dont exactly need crit when she relies on magic, but again it more your choice what ya do about it