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yeah im still balancing the stats overall, probably going to be rebalancing a lot of stuff all the time. next path nerfing the mp use on the corruption struggle moves. the corruption moves are the two reset moves, offense and defense, and any moves gained by the current corruption equipment. i want the reset moves to stay high cost high reward, "do i spend tp on assist moves or save for the big stuff and get rid of the affliction at the same time?" those probably still ned some balancing. and the move gained by the current enemy type is a sort of look into what you could gain from that zone, though a bit weaker than what youll get if you nab the skill as a normal skill.
ive thought about an element system but theres not enough game to justify that yet in a way i can think of.
i dont want corruption effects to always limit player actions, some will, most wont. 
Im currently working out an "estus" kind of thing to deal with the death loop possibility.
i would prefer not to give everything a game over, it would make creating new enemies feel like a slog with the obligation to make them have game over scenes like everything else.  plus i prefer just not getting a game over-ed.