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Thanks for playing! 

 I think you might have disabled the other trials for testing and forgot about it because I only found fire trials in like 4 runs.

The other trials are available, I think you just got unlucky. Not every floor spawns a shrine room, and shrine rooms always match the dungeon variant they spawn in. The red/fire variant of the Wizard's Dungeon biome always spawns the fire trial room, the purple/electric variant always spawns the electric room, and so on.  

Whenever I get set on fire I usually do water + health but if I do that with the barrier upgrade I get neither water nor health and I die.

I think it does heal you, but it doesn't apply the regeneration status that normal healing gives you. I could make it so the barrier status checks for burning and removes it on application.

I think maybe the chem tank upgrades should be given in some other ways because they feel mandatory to get first.

I think it's fine if they're acquired through workbenches, but I agree that the pack upgrades are very, very strong. Especially the increased tank capacity, it makes it so much easier to deal sustained damage. I could buff the player's baseline alchemy stats and nerf the tank upgrades? Do you think that would alleviate the issue?

I could buff the player's baseline alchemy stats and nerf the tank upgrades? Do you think that would alleviate the issue?

I feel like something as crucial as the tank capacity upgrade is always going to be too useful to ever skip. It's the only thing that helps when fighting many enemies of the same type.

The only way I could see myself not saving for it first is if weapons had more upgrades that helped with stock consumption, but then I'd save for those instead, kicking the can down the road.
It feels like a similar situation to that build before you added cauldrons where tier 2 elements were an upgrade so I always got that one first, that's why I think getting tank upgrades from bosses or in the store would be better. 
But if you want to keep them as an upgrade then yeah making the baseline better could make the alchemy upgrades feel like training wheels for new players? Like a safety net that's good to have but good players can play without, maybe.