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The difficulty right now doesn't bother me.  I think more item drops from monsters or finds would be better than lowering the difficulty.

I don't think people will be willing to pay $0.99 for every continue, especially if the die twice in one run (that would frustrate me).  But, permanent unlocks are definitely a plus like: starting at level two, unlocking a specific spell, item, or weapon that could be used at the beginning of each run.

There's also the possibility of leaving the characters items behind from the last run as a possible loot, like in Dark Souls games.  

There are two games that I have seen apply the Fallout percentages aspect (i.e. accuracy and damage differing against upper, mid, lower or specific body parts).  I've always found that fascinating.  

I don't know if you've played Buriedbournes, but I think a lot of what that game has can be learned from for these types of Roguelite RPG's.  I mainly don't play that game because of the crude graphics; which your game has eliminated.  Since you're wrapping up the game for the Android release, it makes my suggestions a bit difficult because many could require a bit or coding (which I know nothing about) or change that you may not want.  It depends if you view this game as a living model that you will continue to update and grow, or if you just plan to put it out there and let it be.

Also, I did notice some grammar and clarity errors in the writing.  If you are interested, I would be willing to go over your text to clean it up as I am starting a freelance proofreading/editing portfolio, and I have an English degree.  Either way, I thought I'd make the offer.  Thanks for getting back to me.

Yeah, I was thinking about lowering the difficulty by means of monster drops (maybe each boss drops an Elixir of Growth...?) or increase the stats for the first character a bit. The monster stats will stay the same, I've already spent too much time tweaking them anyway ;)

You could be right about the resurrection IAP. But since I've already implemented it and don't see any harm in leaving it in, I'll push on with it and see what it does. My initial idea was to let the player buy credits and have more of these kind of small services that cost only a few credits. Permanent unlocks might be a good option too. I'm just a bit scared it will turn into a pay-to-win model which I want to prevent.

I hadn't heard of BuriedBornes, but I just watched a video and it looks very interesting! Thanks for dropping that. There're not that many turn-based RPGs like this so it's always interesting to see what game designers come up with. About Path of Adventure, I've worked on it for 7 months now and I'm running out of time (and food :P). So I'm putting all the things I want to try out on a huge todo list and release the game pretty much as it is (I'm still adding a couple of events and stuff like that). I think PoA was a good first shot for me at making a text-based game and I've learned a lot from it. I will update and support it for a while, but save the bigger design ideas for future games. I have already got some cool ideas for other games like this. For example, I'd love to ditch the linearity of the path and make it more like exploring a world.

Sure, I'd like that! I'm sure there's a lot of room for improvement, as I'm not a native English speaker. If you drop me an email we can discuss it: jordin [at] keeweed [dot] com. Thanks!