Hello! Thanks again for your detailed feedback. Just wanted to let you know the latest update addresses some of the points you mentioned:
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Attack delay halved – fights are now faster. From 0.7s -> 0.35s
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HP & regen rework – Stamina now scales HP (1 → 10), and regen is boosted, especially on death, so combat feels chunkier and less grindy.
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Damage formula tweak – Magic now drives damage directly, making magic more meaningful. Honestly I'm thinking of making it have 2 derived stat from it too but not too soon until the plugin for save is done.
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Enemy scaling – enemies now get stronger every 3 deaths instead of 4, slightly speeding up progression.
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Achievements/meta modifiers – permanent bonuses from achievements now stack and carry over to future runs.
The update doesn’t add new enemies or routes yet, but the groundwork is there for more variety and faster progression in future updates.
About the issue on a "multiply other multipliers" , there's core stats that directly affect their derived stats, you could see this on stat description on the upgrade stat tab, but this "So if I have 1 speed, and then 1 control after it, the control 5X the speed stat as well", I'm sure that's not supposed to happen.
So another thing to add to my to-do is making it that stat display formula shows breakdown of spells applied to the stat, so it'll enhance clarity.