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(1 edit)

I think Chain and Cataclysm are in good spots. Neither is good to just spam but both are good in specific scenarios, and can shape player strategies.

It's not very clear how Sear and Strike work exactly. Sear damage seems to keep getting higher, presumably just keeping pace with the HP gain on the hearts?

I wonder a bit about the new experience gain, as I watched someone go from level 11 to level 15 in 7 minutes.

Beyond attempts to lock in uncorrupted space at the very start, every map quickly turns very samey: a saturated rectangle we need to scrub clean.

It's kind of annoying how often synchronisation errors happen, where it turns out some move didn't go through. Some are hard to understand: I saw someone else's Cataclysm happen, get reverted, then happen again in a slightly different spot.

(2 edits)

Sear gives a ridiculous amount of experience. Someone could shoot past 25 just spamming Sear if nobody finishes the hearts.

What if you just made all experience proportionate to energy expenditure? Then there is no incentive to play in any particular way, only to play. The game cannot judge how useful any given move is anyway.

Edit: Strike is even worse. I am gaining almost a whole level each time I use it. I am level 39 now.

I am now level 64.