Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Okay, I've tried the updated app, and it's definitely much better. In the past I always had to adopt the strategy of B-lining it to the goal, and then heading straight out; no exploration, no treasure hunting. I found it was the only way to survive. 

Now, when I played level d4, I had enough extra HP that I felt I could do a bit of treasure hunting.  Now instead of feeling like I needed to survive against the app, it suddenly became about how much I was willing to risk in order to gain more treasure. The game was now mine to lose, depending on my actions. I feel that's the sweet spot. 

I also managed to beat level d6 for the first time, although I only had 1 HP left after completing the goal, and had to skip any possible treasure hunting on the way out. Also, I had a Mother of Bandi with me, and I definitely wouldn't have made it without her abilities.

Just my usual feedback, feel free to take or leave it.

Cool.  Thanks. Glad to hear it's better.  Sounds like d6 levels might still be a little tough – was it the "standard" enemies that whittled you down, or was it a tough fight in the boss area, or both? (Those need to be balanced in different ways, since the bosses are unique.)

It was the standard enemies that wore me down. The problem is that all it takes to put you in trouble for the game is for you to roll lousy a couple times, and your enemy to roll great.  Add into that the fact that every enemy often gets three attacks, and the likelihood of that scenario happening goes up quite a bit.  And again, there's no reliable way to regain enough HP to counter all that damage. It seems like there are multiple ways to handle it; slightly weaker enemies, more potent (or cheaper) healing potions, fewer enemies, or fewer rooms.

One thing that works pretty well to mitigate that effect in Dungeon Hero, which is based on the mechanics of Fable on Your Table, is to allow the player to spend a point of Stamina to force the re-roll of any die in the contest. You can do this as many times as you need to as long as you can pay for it with Stamina.

Maybe I should add that as a general rule; that would help "even out" those particularly damaging rolls, and add another strategic element - do I burn stamina to boost damage, or should I keep some in reserve in case I suffer a catastrophic roll?

I test this out on my next playthrough.

Cool.  Let me know how it feels.