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Yeah, I feel like the health/damage/heal dynamics are poorly balanced in general. It's particularly evident in the boss fights, where their huge health pool and damage output often makes them impossible to counter for an average build. Or, more precisely, my hunch is that the game doesn't allow enough room for player skill to counter bad luck.

And the same issue is spread across sequences of fights as well: the loss of health becomes a compounding problem that travels with you from fight to fight and results in bad gameplay experiences like keeping an enemy alive in order to get the best boosted heal roll possible.

i actually have some ideas for the enemies, and also some suggestions for events. The moth shouldn't have 12 hp and be able to heal it instantly, it should be easily killable with about 5-7 hp, but if you don't get that, it should be able to heal about 2-3 hp at maximum. the fly is decent, but it's hp should be a bit weaker when it's in a group, maybe a 1-2 max health decrease, so it doesn't seem like it's bombarding you when you get three at the third floor. the shield guy should keep his health amount, but should also have a attack that is much like the fly's, ranging from 1-3. it's added shield ability seems decent enough, but it should most of the time just be +1, and only get +3 if it's lucky. the new accurate kill character is perfect the way they are, with 2 attack for the ability to basically be immortal unless you accurately kill it. the elite fly needs to chill with it's attack, it should be able to hit you for about 4-5, and it's health should be about 8 or 7. the elite moth should have about 10-12 hp (or the moth hp we have now). if it hits you, it might be 3 or 4, but it's healing should be about 5-6. the elite ranger should get about 2-5 per hit because of it's double attack, and the second attack should only be 3. the original ranger should have an attack of 1-2 hp per hit, because it can hit twice. (the health can stay the same for the both of them though). the elite shield guy should have 4-6 attack, and the triple attack should only be 1-2 per hit. it's health should stay the same, but the shield should be about 4 for a single, and 1-3 per shield for the triple. the axe guy needs to have an attack of about 3-4 when you weaken it, and five if you didn't. the spear guy should only have an attack of 2-3 (because no spear is strong enough to do 4-5 damage). the boss should only have half health (60) and the attack should range from 10 to 11. the attack after it becomes red should just be a guaranteed 11, and the dice adding should only be one instead of 3. the vents need some work as well. the jester could just be a random status (heavy, hollow or glass) instead of a completely random die. the massive bug should keep the damage, but instead, before a battle, allows you to choose the three options you would have gotten going through the floors normally. the roly-poly should only show up past floor 10 (and not on floor two where you still need all your die). there was also another thing i noticed; if you skip an event, the enemies you encounter fight you in groups or are more powerful (or that's just how the game works.) i just realized this is quite lengthy, so i'll stop it here.