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(+2)

I usually hate consumable items in games, but this was a cute way to do it! I was able to go on endlessly
The issue I had was there wasn't much choice besides clicking on the items that did damage and occasionally heal. I would have loved knowing which slimes would be attacked so I could defend (also defend didn't really seem to reduce damage. the slimes that didn't defend often took less damage than those that did lol)

Thanks for the feedback. We wanted to add more, but ran out of time. The core will still primarily be choosing which item to consume, but have a bit more strategy based on the enemy. We are debating on what kind of indicators/clues to provide about what the enemy is planning, along with more info on the enemy's strengths and weaknesses. Certain items will also have short and long term effects, such as leveling up your stats for the rest of the battle, or even permanently.

I turned on debugging, and it does look like the defend logic is working. It is a set multiplier to the final damage amount applied right before the character takes the damage. Several attacks have a high variability, so that may be why it seems like it is not working. We will look into options to better convey its effectiveness.

Thanks for playing!