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(+1)

Ahh, now it makes sense. That thing needs to lose 1% of his life before he starts spawning enemies. My fault, the game isn't balanced as well as I thought. I think I'll do the opposite of what I had intended for the next build, I'll lower the enemy stats and keep the requirements for leveling a stat as is instead.  The fact that people cheat so very early on says a lot about the balance. Need to work on that. 

I think I'll change the camp event as well, make it a consecutive battle instead of each battle individually. This should keep the battle bgm going until the end of the event, this way it won't be as jarring.  

Thanks :)

And uh, sorry to add this, but if you change the camp event, please also surround the camp gate with event starting points, because first I casually walked around it, right into the bandit camp, past the two guards who were supposed to be guarding the gate. I first looked into every bandit tent and checked every barrel for loot (there was nothing of course), and after I was coming out of the bandit camp, I walked into the event starting point and the guards ran to me yelling what am I doing here, like they haven't seen me casually walking past through them.

:D

(+1)

HA! That is how it was before but it got so annoying having to change the event progression slightly depending on where you where standing when you triggered the event. Will place invisible walls to keep the player from entering the camp :D