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(+2)

Thanks for the suggestion! This has been a tricky aspect of the design for sure. As it is now, the game weights the random ability selection pretty heavily towards your current class's "native" abilities. The shop algorithm is also weighted so that symbols that your class is associated with (shields for the cleric, for example) are more likely to appear.

Making abilities and shop faces line up perfectly with your class's needs would certainly make builds stronger, but also less varied, and you wouldn't get the chance to discover new cross-class ability combos as you play. I also like the small challenges that occur due to variance, such as "I just got Fireball from a lore chest - how can I modify my Cleric build so that I can actually use it?".

Even if "no cross-class abilities/symbols" was just an option, it would still be strategically correct to always have it turned on, and I'm wary of providing an alternative that is strictly better but (in my opinion) less fun for many players. I will keep thinking about this, though, and there may be tweaks in future updates.

Thanks again for the feedback!

(+1)

I've rarely seen a time where a level up reward had only off-class abiilities, usually at least one maches the class. Good to hear that was intentional and not just my RNG luck at play. That said, i also like this idea as an option. But I think I'd want something slightly different from what's being suggested.

From the sound of it, you currently weight the probability of all ability rewards from level ups and lore chests. What if "no cross-class abilities" was applied only to level up rewards, and the lore chests got their weighting removed to compensate? You'd still get a random mix of abilities on a run, but your level ups would be consistent and reliable class-specific skills, while lore chests would be MORE likely to give off-role abilities.

(+2)

That's an interesting idea! I'll keep it in mind if we make changes to the system in the future.

(+2)

I didn't know it weighted your classes abilities and symbols, that's great to know! I definitely love seeing the wild combinations that can arise from mixing symbols and abilities, but once you get all 8 characters it's a lot to manage; makes the game more interesting though. Maybe you could have an option to have a primary and secondary class so you could have more focus without losing all of the variety? Just a thought. Thanks for the reply and for the fun game!