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(16 edits)

Finally saw the cursed sword! Interesting weapon, but still not as space/turn effective as whestone + hatchets/shivs/wands combo. Here's how I thought you could nerf my favourite weapons: first, you could make it so that whetstone would only affect certain types of weapons (no wands/clubs, maybe a different item for adding damage to them?) and only for a certain number of turns (2-3?). You could also make an item that would activate daggers, another item would activate hatchets, that would probably make for more specialized builds, and wouldn't be much different from a bow/arrows combo.

(I finally tried a bow build! Returned to my blades. It uses so much space, AND the arrows run out? I would probably consider it if the bows were like throwing weapons and didn't use turn points, I just feel like buying no-points weapons is so much easier right now.)

But that brings another problem: if there's too many weapons/armors/miscellaneous stuff, and it's all randomized, it's possible to go through the first 8 levels and not get a combination of items that would get you through the final boss. So, maybe early on you could add a few fixed points where you can take only one deal-breaking item (like choose between whetstone, cursed sword, mana-generating book and that arrow-generating sword?). Or possibly adding 1-2 more items per fight/chest. Or delegating some interesting items to endless mode only. Or maybe combining items together (Fenller's idea), though it would probably be hell to impliment). 

(Another thing, could you please make the level layout more consistent. It's very sad to see a level that is mostly chests and shops.)

Also, now you have items that remove spikes, haste, etc. from enemies (and I'm not sure if there's a wand, but it would be amazing to have a wand with these effects too), and potions that add slow/weak to them, perhaps to them you could add effects that weaken the enemy's poison?  I'm still scared of the snake from the infinite levels. 

And, I'm not sure if the five-time use of mana-generating books works, regeneration eats mana like crazy against certain enemies, you can always carry 2-3 books instead of 1, and they still use turns. To nerf the player and the enemies, maybe just making all effects last 2-3 turns would work. And to nerf magical items, you could play with values a little bit: make broken ring and all-beating wand cost 2 mana etc. Also, could you make the first wand add 2 regeneration for 2 mana? It's so much clicking...