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I don't normally comment on games, but I see a decent amount of effort put into this one to make it a little fun. So I am going to be blatantly honest:

The difficulty level is a little rough and unforgiving, even given the badges. Second to that, the boosts, or buffs you use are circumnavigated by expending a turn to do twice the damage for example. I'm not actually doing twice the damage - I am merely just allowing an additional hit to be inflicted.

I would increase the buffs to either be a benefit to the system, or don't make it count as the full turn. Otherwise just get rid of it entirely because its fodder.

This is shown again with potions/recovery items. Most mobs after the first level 2 will dish out over 20 damage in a single hit - Regardless of that 3 turn recovery, It's not a benefit as much as a liability.

That said, the artwork is very nice, it has a promising lead for world building, and it seems that this might very well become a great RPGMaker game I would drop money into.

Yeah I've heard the difficulty may be too high and plan to lower it.

However, if by wasting a turn you mean the ability Focus, then I have to disagree, since is one of the most broken skills at the moment. It may look like a wasted turn but have in mind  using it in combination to a CD or TP skill will effectively count as using that ability twice ignoring the wait and TP cost. Example Focus+Heal+EnergyClaws translates to using somewhat twice a heal and twice Energy Claws without needing to wait for Cooldown in the same turn or collect more TP. Increasing the power of it would break the game completely.

As for the potions, remember you can use them before battle. Even though I plan to look into them while balancing the game as the development progresses.

The nature of the skills may change though, there will be more abilities in the future and I need to rebalance everything to make sure all of them are usefull. Despite me disagreeing with Focus I'll take the feedback in consideration.

Thanks for playing!