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(1 edit) (+1)

I really like most things added in the new update - the new objective of gaining levels to empower the goddess, the changing character portraits, the equipment - but I have to say that combat becomes a massive slog as soon as there are two or more healers in the enemy team. If you're at the same level as the enemies or slightly lower, it takes forever to drain them low enough to make defeating them all in one turn feasible. 

The slime queen has this even worse - you can take down the healer, but if you don't defeat the queen in the same turn then it means absolutely nothing. And taking down the queen just means that the healer is going to bring her back. Fighting the queen and failing to win just makes it worse forever since now she's an even higher level. There needs to be some kind of limit to enemy healing - either a maximum number of uses they can do or a delay between uses. Something to prevent endless fights. 

If you really want to encourage taking down enemies quickly, giving them a powerful attack that only triggers after a certain number of turns is far better than making them heal forever. Conversely, if you want longer fights that force the player to drain levels, having enemy defense be a lot higher is much better than infinite healing, since progress remains between turns.

Additionally, making items replace Red's ability to escape makes the issue even worse. If you get caught in a fight you can't win, you now have to wait until the enemy defeats you, which could take hours. I had to refresh the page to exit a fight with the slime queen and it reset my save to the beginning again. It would be far better to lose the ability to drain so that this sort of thing can't happen.

I really do like the concept of the game, and what's here is interesting. I'm excited to see what future updates bring. I just think that something needs to be done to make fights faster without requiring the player to grind forever.

EDIT: I would also add that the double actions item completely breaks the game. It could use a little bit of a nerf - perhaps only every other turn so you can't just have 4-6 actions on turn one and bully every fight.

(+1)

The slime queen is aggressively breaking the system. 1-Every other turn she swallows someone, and 2-effectively gets two to three extra turns or so while that character is 3-rendered totally useless. 4-It can't be stopped by barrier apparently, and 5-she can freely spam royal guard which 6-gives the other slimes free experience on top of making it impossible to target anyone else. 7-All in addition to infinitely being able to instantly spawn a 8-buffed and full health replacement for defeated healers. 9-Also constantly spams an annoying dialogue box in the middle of the battle every single turn.

She can have only two. Maaaaybe three if she's not supposed to be the first boss. She's more of a pain in the ass with more total complicating factors than the scientist and dragon combined.
The rest oughta be distributed among the other enemies to spice them up I'd say.

(+1)

Slime queen is absolutely overtuned, but fairly simple to deal when you get some good items or get Vix overleveled to perma stunlock her.

Always gotta get 'er in the first turn and never let go.