Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

To add to this, with challenges such as bosses there should be a line between something that's hard because it requires you to learn and plan how to beat challenges or use different methods to see what works and something that's hard because it's based on luck.

Also item drops really should be changed to be based on the damage dealt or crits and not a chanced based on rng with any amount of damage, it adds needless grind while making it feel boring to raise a Digimon, which you can see would be a problem.

In fact I'd say the game in general has many balancing issues which expect you to dedicate hours just to even evolve your first Digimon

The thing is, with bosses there is a strategy to be learned and that's kind of fun for the first couple fights, the problem is that you gotta do 10+ fights to beat the damn thing a single time which really extends its welcome by a mile.