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(4 edits)

Reading comments, I genuinely think you need to get over whatever ego is preventing you from accepting that the first trial is poorly balanced or designed.

I understand you want to focus on specific stats, but you legitimately need to min-max which is counter-intuitive to games of this type.

"You don't need to pass it" is said like that's a choice. When players feel forced to lose, because there is nothing they can do, it is not enjoyable. Designing a "puzzle" around face-slamming your head into the spamming the option waiting for it to work, is not enjoyable or good design.

You have received this feedback numerous times, and refuse to listen to it.

Your answer implies that you are meant to play the game like a regular person would, crash and completely burn, then have to restart from scratch to minmax your stats now that you know what to expect.

And thinking on it. Your RNG system might need some work, because people COULD just be getting really unlucky if they have the "30" they need in the stats like you keep repeating, but not getting anywhere at all, because they don't know some meta trick to it.

I don't know how it's designed currently, it seems like there's a huge RNG factor regardless of stats, on top of some "trick" to it that's not explained in the trial itself, so many people will just be screwed out of the trial for no good reason.

(1 edit)

First of all, thank you for your feedback. Second, I do listen to feedback, but not all feedback needs to be listened to. 

As for the Trial itself - really, no significant RNG is involved, and a lot of people successfully finish the first Trial. And, no, the Trial is balanced the way I want it to be. If you want to pass a trial you have to either focus on one of the stats specific to this Trial (yes, stats - multiple, you don't have to focus on just one), you have to look for spells that would make the Trial easier, or you need to be very attentive during the Trial to know how it works mechanically. You cannot just try and bruteforce it. And that's the experience I want the players to have.

If you want to win a non-mandatory encounter, you'll have to work for that win. And it IS a non-mandatory encounter.