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Healing is available in all spirits and base forms, just in different ways.

Shadow magic deals lifedrain, 10% at base but will be stronger once aoe options are are available. It's set to be weaker in terms of total healing because you can freely swap back to potions to heal.

Neutral magic spirits have mana fortification at Level 2, which gives a channeled healing spell in addition to a defensive buff, but drains mp constantly while active.

Fire magic, meanwhile, has Invigorating flames at Level 2, which fully heals your health, but in exchange drops your max hp, a small amount (10% , at first, but stacking until your max hp is 5.  On the flip side though, it does fully heal your max hp for very little mana and a very short cast time. It also synergizes with fire magic's level 3 spell, Flames of Retribution, to increase its damage.

All of these healing options are available after a single upgrade to spirits, of which one is obtained during the tutorial for spirits, and the other only requires killing a handful of enemies to obtain.

Healing flasks to obtain an upgrade at the end of the first dungeon, as it was balanced to be beatable with lv2-3 health (40-60 max hp), which brings the flasks from 10-20 healing (and more upgrades are planned!) This might be a bit late though.

Controls are presenting a unique challenge and are actually in the process of being reworked for a third time!

Gameplay was first set up to follow the mouse, at which point people complained that it was difficult to understand or they didn't like it. So I set up character-direction focused, with an added homing component to certain spells like magic archery and potions to have them aim at your current target, which can be selected by mouse or whatever you last hit at times.

This was needed because enemies were designed to be able to aim all around yourself, which was made because the original control scheme was following the mouse, meaning you could also attack at angles.

With the latest redesign, I'm implementing player options, with character-facing and Mouse-Facing being the skill aim options, and Normal and Hard difficulty being enemy options. 

This mostly ties into changing the enemies ability to aim and attack at different angles, with normal mode making them simpler and locking many enemies to cardinals, while those that aren't will be given extended cooldowns to avoid making the game too difficult while playing with character-facing controls which locks you mostly to cardinals yourself.


And the bust image reappearing is a bug I haven't seen reported yet, thanks for letting me know! I'll add that to the bug tracker and try to have it fixed soon!

I do plan on doing one more update to the demo at some point to test out this latest batch of changes before the game's full release, but it might be a little bit before that's ready as it's quite a lot to work on!