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(+1)

P.S.S ACUITY is nigh useless; the numbers need tweaking. Even late-game, even with critical hits as a focus, you barely get a (on average, deviations notwithstanding) 1.1-1.2x damage multiplier while if you just put more of the points into the main scaling stat you'd get easily a ~1.3x (on average, some upgrades are better for combat rather than events than others) multiplier with practically a third or fourth of the cost.

It is not even good as a spill-over stat because spending those points on any other combat skill is more effective for sustain or AP management (not including DEXTERITY for non-DEX builds).

(+2)

Fair take with acuity! It was initially meant to be a meta-stat: at one point, there were meant to be a few event-related puzzles that could also be skipped with high enough acuity, but that idea ended up falling through after i found it to not blend well mechanistically with the rest of the game considering the genre. Like you mentioned, it ended up being more of a companion stat, though I agree that its utility can definitely improved!