the idea was that you're making the best of a bad situation. It's not the ideal path to take, but it's what you're working with that week, so you have a little bit of a penalty to it.
Hey there.
Tbh this was 2 years ago so i don't remember the details but I'm pretty sure the issue for me was that it was too easy to get good results. If you want feedback, a game like this would benefit from being hard, failing should be a very real posibility and you may have to do sacrifices to save the town
Yeah, that's fair.
As I said in another comment, I kinda dropped off the face of the earth for a few years there when it comes to game design and I'm only just now coming back to it.
In terms of difficulty, I tried to cleave closer to the game it's based on, Sacred Forge, which is more of a storytelling engine for weapons than it is a succeed/fail type of game system. I will probably have to take a second pass through and tinker with some of the numbers a bit.