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(+1)

Hi Sombreve,

Wanted to give some feedback and suggestions!

Due to the way that damage is calculated at the moment, it becomes really frustrating to use the different sigils. Beginning a fight with 4 sigils of Growth/Vitality  and then layering 8 sigils of Pain makes no difference to the strength of the "initial hit", which Growth/Vitality seem to calculate their values off of. So even with a final hit of 300+ damage you can still get trivial healing/growth values. 

This results in the Sigil of Vitality being terrible for either burst or sustained healing since it's incredibly RNG dependent, and makes Growth feel terrible to use in actual fights unless you're grinding on super weak enemies that don't hurt you. It's less the feeling of suddenly growing bigger and overpowering someone that was larger than you only moments before, and more the redrawing cards over and over so that you can stack 5 perception -> 8 pain -> 4 growth and then get an insane boost when it crits for high damage.

The "infinite" actions Focus now offers (after some setup) is super busted in tandem with Codex's Passion. This has now become an immensely powerful healing tool at maximum lust given with good play you can sustain 60hp heals every turn - this becomes incredibly consistent with the new corruption moves and you can still produce crazy high damage numbers without having an attack in your move slots by amplifying Stomp or Deluge of Seed. This also trivialises stamina - you don't care about stamina regen at all when you regularly play 20+ Focus/Sigil cards before you even make your first attack.

Because Focus now grants an action slot, the level up ability that grants action slots is now horrendously weak. 

Finally I've noticed 2 issues that seem to happen recurringly. Corrupted strength stacks don't reset between battles sometimes, and Focused stacks don't reset between battles sometimes. This seems to happen intermittently. Maybe the flag to reset them is only targeting one at a time?

I also have a pretty big suggestion:

Separate "Sigil" builds from "All Out Attack" builds.

Right now Sigil of Vitality doesn't seem to vibe with the sigil playstyle. The idea is to stack multiple sigils into one enormously strong attack, but if you want to use Sigil of Vitality you have to interrupt your stacking process whenever your life goes low. Which is often.

If you're playing a Sigil focused build then your best bet is always Codex's Passion, since the act of stacking sigils heals you instead of attacking. It makes it so you're able to stack sigils indefinitely instead of interrupting yourself over and over or risk death. 

The strength of sigils means that despite having multiple attacks in the game you're always encouraged to only have 1 attacking move in your deck, so that you get maximum Focus and Sigil cards to use. You only really need to attack once every 5+ turns after all.

Rather than make sigils less powerful, I'd argue that the best bet is to show regular attacks some love. Examples:

- Have an ability that scales on using multiple attacks in a single turn, making them exponentially stronger the more you hit. First attack does 1x damage, second 1.5, third 2.25, and so on. This would be nuts when combined with sigil stacking, so you could make it only affect attacks that hit without being amplified by sigils.

- Change sigil of vitality so that you use it as you hit an enemy, instead of stacking it before you hit.  Maybe have it scale off of the total damage of attacks that have been used in that same turn and that turn alone. This would let builds that use multiple attacks still get big heals, and would mean sigil stacking builds have to lock in to using Codex's Passion for sustained heals if they don't want to use attacks. 

Last thing I want to say is that I love the corruption-locked moves, and I would love if 0-corruption builds were also able to get certain moves at certain levels. Maybe through talking to Abel?

Love the game. Keep it up.

Thanks for the suggestions, there's cool ideas in there that I am interested in experimenting with.

Cheers!

(3 edits)

Honestly my thought is that Sigil stacking practically the only way to create a more consistent outcome in the current game's combat. So creating a pure melee/berserker like build more viable would be nice, adding replayability to the game. (which probably will overshadow the Sigil build in terms of prowess and accessibility)


Speaking of combat, it would also be nice if multiple anatomies come from the mutant perk actually providing combat bonus or more observable effect in the future aside from very minor flavor text changes and added roleplay value.