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here under my general thing: HP currently feels useless, i don't upgrade it at all in my runs. because most of the time if you get hit, you get hit by like 20 enemies in a group and that one shots you no matter what, getting hit by one enemy doesn't matter because regeneration (even +1) is insanely good. the only way i could see this fixed is if regeneration started at 1 per 3 seconds and enemies hit harder. (that would only apply to a higher difficulty (i assume thats a thing because of the difficulty stat) otherwise the game becomes too hard for casual players).  that is the general section

Thank you so much for your comment! Sorry for the late reply, but I've been quite busy lately...

I really appreciate your feedback on the current balance. Honestly, those are things I struggle with quite a bit, because as a developer, I don't really notice if the balance is right until a third party tests it. So, I truly thank you from the bottom of my heart for your critique on that section.

Regarding the exponential damage upgrades, I’d like to keep them scaling that way, but I will most likely nerf them even more so they don't scale so aggressively. As for the regeneration, I will also increase the time it takes to heal.

Regarding the Repulsion Burst, for now, I'll leave it as it is with the automatic activation, but I might change its description to make this clearer and tweak it a bit. If I see it still doesn't feel right, then I'll switch it back to activating only when it detects an enemy.

Finally, I'm aware that once you get completely surrounded by enemies, there isn't much you can do other than just "accept your fate." I'll look into a way to change this so players also have some room to make a decision.

Again, thank you so much for your comment! They are definitely super useful!

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no problem!, i really like this game so i try my best to help, although three thing i had was (as written in my previous comment) repulsion burst is currently the strongest attack in the game, which feels off.  how does difficulty stat work? and what will be done with the final boss in the future?

I'm glad you like the game despite it being so small, and I hope the upcoming updates live up to your expectations ^-^!

I will most likely nerf the Repulsion Burst spell heavily, along with its Upgrade Cards; the idea is for this spell to be defensive, not a nuclear bomb.

As for the difficulty scaling and the boss, I will be tweaking them a lot in the next update. Honestly, I already have a list and started working on v0.3.0 a couple of days ago bit by bit. However, I don't want to publish anything just yet without being completely sure that I can pull off what I'm currently designing. In fact, it's something so big (for me, personally) that I will most likely split it into two updates to avoid Scope Creep.

Without spoiling too much, I will divide the enemy scaling over time into sections, and I'll modify the Boss's stats (so it's no longer an absurd bullet sponge). For now, the Boss's behavior will remain the same, but in the future, I plan to implement your ideas, like giving it dashes or maybe special attacks.

Thank you so much for your questions :D! It might not look like it, but they also help me rethink things or focus on stuff I might not have given much thought to, haha.

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no problem, i really like this game and love to see where this goes! (also im definitely gonna try modding this game for fun)

Oh? Really? Hahaha, I'd love to see that! I never imagined anyone would try to mod my game.

I look forward to seeing your creations :D!

i have no idea how im gonna send you the file, my discord is @ako_bandori if you want contact. i have actually been working on the mod for arround 5 days. and it is finished. 

Wow, that was fast! Haha, I got a bit confused since you mentioned you were just going to try, but it's awesome if you already have something! Before sending any files, I'd love to see it in action. Could you share some screenshots, a short video, or tell me exactly what you modified/added to the game? I'm super curious!

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things that i did: 3x enemy spawns, new shooter enemy, added  i-frames and stopped collision between player and enemy, added an immortal mode for testing and you can force a level up in that mode by pressing 0, lastly reworked the final boss, now it moves slow but dashes, has an attack that hits infront and a mega laser attack (not shown in video but the laser attack is dealy) lastly capped health gain per second at +5
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Wow, Ako! I'm honestly blown away by this, it's absolutely amazing! Seeing the shooter enemy, the i-frames, and especially the final boss dashing and attacking is incredible. To be honest, I'm shocked by how much you did in such a short time (I wish I could code that fast myself!)

I absolutely love the ideas of the i-frames, turning off player-enemy collision damage, the ranged enemies, and the boss rework. I am 100% considering implementing these mechanics into the official game. Also, naming it the "Champion Edition" is both hilarious and brilliant, I love it!

Since I'm developing the game and want to see how you structured these features, could you share the modified scripts/source code files instead of a compiled build/executable? You can upload them on a GitHub repository if you use one. I'd love to take a look at the code! Thanks again for your incredible support, this means the world to me.

P.S. I noticed your mouse cursor is a mini Hatsune Miku. As we say here in Argentina: "Banco una banda" (which basically means "I support this heavily" or "I absolutely love it")!