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After some time I have my thoughts a little more in order and can give more detailed feedback. These are just ideas I have for how these things could be changed, feel free to disregard them if you have ideas you like more lol

 Holy magic is mostly fine but Purge specifically feels a bit too strong, taking out roughly half the health of non-boss enemies when used on turn one. Maybe have it do reduced damage to non-demon enemies so that other magic sources can compete in terms of damage. Sky magic might need its MP regen scaled back, but my main concern is actually the fact being Embued can so easily generate wounds. It doesn't necessarily outpace Black and Dryad magic, but it does enough to make them feel less necessary when Sky magic is already so strong in other things it does. I think making it so it can only inflict wounds on enemies that already have wounds would make it feel more like a compliment to those magic types than a replacement. Lunar magic might be fine where it is but I think it would be cool if it had it's own version of Sky being able to proc storms or create them in the overworld. Maybe being able to create a temporary area of "nightime" that only lasts for that fight, with the unique unlockable ability to cast an out-of-combat spell for it immediately before a fight. That might be hard to program though, so it might not be feasible, and admittedly it's just an idea I thought would be cool more than an actual balance suggestion. Finally, while I didn't always use it I noticed that with a fully upgraded Abilities Lust is incredibly easy to build up to the point enemies basically never get a turn. There are a few ways I could think to balance this, like some enemies being resistant to Lust build-up and/or losing more Lust stacks per turn, being able to clear them like demons with Sanction, or even being outright immune (zombies and undead mainly. This isn't that necessary for balance but it would feel more immersive to not be able to make a literal corpse horny). Another idea I have that could work in tandem with the other proposed nerfs is having Lust decrease by a percentage when it procs a turn skip in addition to its usual per-turn decrease. My only reservation is that if these changes get implemented Madness might just end up replacing Lust as the op status effect, but the main reason I'm currently more concerned with Lust is that you always have access to it via your Abilities while Madness requires equipping Lunar and/or Starsea. Maybe Madness might need to be adjusted too in the future, but for now I just don't want it to feel like it's stuck as weaker than Lust as a debuff and worse for mana regen than Embued. Maybe capping the flinch chance at 50% but having additional stacks above 50 still improve the mana regen? The more I think about it the more I realize that debuffs that can make enemies skip turns are really hard to balance and I might not be the right person to figure them out, so take this last section with even more grains of salt than the rest of my ideas lol