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These are really good mechanical additions! Progressing the time to sunrise in particular is a really good way to keep tempo during a scenario's finale.

Guaranteed damage I assumed would have a place in a meta, but I did my testing individually for this game, so I might've missed how good it is on a team. I'm not sure I have an idea for how I want to calibrate it yet, but I'll do some thinking about a patch.

Also a saber salute to Viney Vinnsauce! His memory shall remain!

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It's hard to say if it's overpowered, especially in a dexterity game and with so little testing on my part, it's mostly just an observation. Not sure if it actually needs a nerf, but keep an eye on it.

As for the sunrise mechanics, if I run Squashbuckler again I think I'd want to make some tweaks, but I definitely enjoyed the concept and feel of a wave-based gauntlet.