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Fun demo! The aesthetic is cool. Felt like RNG was an abnormally high factor even from battle 1, which wasn’t an issue in the proof of concept but might get less fun in a full game. The spontaneity trait felt a little bugged (it seemed to not properly reset between runs; the end-turn effect wouldn’t happen if the enemy died on that turn; and my strength value often seemed wrong, including dropping all the way down to 1).

Thank you for trying it! For the RNG, would you say it’s the die rolls that are the issue or is it other stuff as well? I’ll have to look into the spontaneity bugs, thanks for letting me know!

The dice rolls were definitely part of it, but I understand that’s a core part of the game. Various RNG thoughts: Enemy damage is really high from the start, which makes the variance in the first battles quite extreme (of course, in this demo there are only a few battles anyway, so this would only matter in a longer run). The evasion skills seem much more impactful than everything else, but as they rely entirely on RNG it means the optimal play may always just be gambling. Some of the high-MP weapon attacks only have a very small chance of being useful. The bat’s bite attack stealing MP is extremely detrimental at the start of a battle because the only MP gain comes from accelerando right now, so you just have to hope it doesn’t use it.