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I'm sorry you felt that way. Thank you for your feedback. I tried to add some randomness in the combat to feel less "bats take 2 hits, bandits takes 3 hits" mentality. Though I wish I had more time to solidify the damage chart a bit better. I set up a crit chance on the stats script that was adjustable to everyone, even the player. When doing damage, get a random number between 1-100. If that value was under the crit chance, double max damage. Otherwise do that percentage of max damage (min of 1). If I scaled it down (the concept and the game map, etc, I could have adjust that more to maybe chunks like 20% max damage, 40%, 60%, 80%, 100% instead of the spread. Or whatnot. Live and learn.