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Nice job and thank you for playing :).  This is the list of what the effects should do, I'll check to see if that stopped working when i ran one of the other updates.  Thank you for pointing that out!

Updated status list:

  • Burn: deals damage equal to its stacks at turn start, then decays by 1.
  • Poison: deals direct HP damage equal to its stacks at turn start, ignores block, then decays by 1.
  • Bleed: deals damage equal to its stacks when triggered, then decays by 1.
  • Thorns: when an enemy attacks you, it takes thorns damage, then thorns decays by 1. Example: 5 thorns deals 5 back, then becomes 4 thorns.
  • Vulnerable: target takes 20% more incoming attack damage. Stacks are duration rounds.
  • Chill: target deals 20% less outgoing attack damage. Stacks are duration rounds.
  • Stun: skips roll/turn opportunities. Stacks are skipped turns.
  • Trap: enemy rolls to break free when acting. If it fails, it skips its action and takes damage equal to trap stacks. Trap stays until broken.
  • Curse / Doom: stacks upward only and does not decay. If curse reaches the target’s current HP, the target is defeated.
(1 edit)

what if trap was decaying over time by 1 and the more stack you put the harder it is to escape for example: 6 stacks mean they need to roll a 6 or higher, 10 means 10 or higher, so on and stronger enemies could have bigger trap evasion dice
(also thanks for replying i always like seeing a reply when i log in to itch)

I like this idea, its very interesting and would need rules in place against a boss especially but i think this would make this build more versatile. Similar to what you said about each enemy type having an evasion dice which is a good idea since I can pool the rolls per family.