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The biggest issue with the current loop is that you end up being completely controlled by potion RNG. Since you can't pick up and keep potions in your inventory.

A lot of the time you get 3-4 potions in a single room. Then not a single potion for 4+ combat rooms. This just forces you to pick any given non-combat room over and over until you roll either potions from urns, or a healing room.

Currently there is no sense of urgency, since nothing punishes you for "wasting time". Which means you end up spending a lot of time just "rerolling rooms" and wasting your time to get potion spawns. Which isn't exactly fun and engaging gameplay.

The fact that potion healing is % health also just makes stamina not only overpowered, but basically 100% mandatory to stack. To avoid having to just spend almost all your time just rerolling for potions instead of fighting.

Personally I'd also feel a lot more engaged in the combat, if we actually had a player sprite. Ideally one that updates with visuals for our gear. Currently it just feels a bit too detached.

Thank you for the feedback, i wanted to test this kind of potion mechanism but i agree in the beginning. It can be extremely hard if you don't get potions and, in some cases, you lose at the beginning. That is why i have added bit later town portals to go back in town for healing.

And few more players pointed to me that it would be better that there is a player somehow, i have some ideas that i will test in future versions.

I mean the difficulty isn't necessarily an issue. It was before I realized that potions are % based. So I just started only using stam gear and putting 3 points in stam on every level up, and then that wasn't an issue anymore. It's more that you end up just having to avoid actual combat to get potion rooms a lot, which just makes the game feel tedious after a bit. I actually completely skipped town portals (mostly because they dropped so late I already had a system going by then). Since you can just reroll non-combat rooms until you heal back to full. But the lack of sustain just wasn't fun. The point of an auto battler is kind of to...battle. So when you end up having to actively avoid battles for significant amounts of time. You're kind of losing the core of what the game is.

Another massive QoL would be mouseover tooltips for items on the ground. Being able to see if an item is worth picking up or not. Then longer term, loot filters would be massive. Since you reach a point where so much junk drops, that you don't even bother picking up most drops anymore.