Thanks for the comment! I feel the same struggle predicting movement sometimes, but also that seems like part of the challenge and I worry that taking it away might trivialize too much of the tactics. Torn on that.
I think I'm OK if the player has to figure out how to best use an upgrade, but I definitely don't want its function unclear.
Could you tell me which ones are confusing (either in function or strategy)? Here are the other pips if it helps?
- Heal - Heals 1 HP when attacking.
- Sleep - Puts a full HP monster to sleep for 1 turn per SLEEP pip.
- Poison - Applies 1 poison per POISON pip when attacking (ticks after monsters act).
- Shield - Adds 1 shield when attacking. Decays when moving.
- Blink - Teleports after attacking or being attacked (up to 1 tile away per BLINK pip).
- Speed - Moving (but not attacking) is free.