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That's a very good point. I was really aiming for things to feel scarce, but I can completely understand your frustrations here. In the future, I'll be sure to avoid design decisions like this, as battles are more fun when you don't have to guess how many drops you're going to get in the future. It also can cause the "elixirs are too rare, never use them" problem with some players where they just don't engage with consumables at all because they feel compelled to horde them, which is just reinforced when you don't know when they are going to drop.

Thanks for playing the game (and the bonus dungeon, super cool :DDD) and for the feedback, and glad you enjoyed it overall ^_^

Not just 'enjoyed it overall', I loved  the game.  Best RPG I've played in a long time and I finished it in marathon sessions over a few days.  The feedback was only because I thought I knew what you were attempting, and I felt like it was really close to achieving that so I wanted to weigh in.  Don't reply to this!