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(10 edits)

I see. To be blunt, and without wanting to be in any kind offensive towards game authors (you included), I think that games are not more challenging or even interesting because of constant RNG. They are just more boring.

Not more difficult thanks to save scumming, more boring because I as player no longer care about making sound tactical decisions, knowing that RNG can screw these up no matter what, and that the load button is just a click away. It just becomes a game of patience that extends over time.

When I played your game, I immediately noticed a quick succession of misses (5 or 6 in a row) during several forest battles, which is why I invested in +hit traits for both heroes as soon as I could at level up. This I can see as good and fairly standard CRPG design, forcing the player to make sometimes choices : make sure everyone connects their hits, or pick better average damage, or better criticals instead, etc.

However, even with the aforementioned traits, my two heroes kept missing/missing/missing/etc. as they levelled up, the noble guy in the front row constantly out of mana (stamina?) and using single attacks, and the mage in the back row constantly replenishing mana to heal. Having to pray the RNG gods and waiting out to get the right combination of dice rolls does not make an interesting CRPG. Of course there will always be some part of luck involved, but it should be possible to find a decent middle ground for everyone (maybe by modulating difficulty options).

I dislike your game design, and unfortunately this game doesn't seem to be made for me, but I will of course respect your game design decisions. I know first hand how much effort can go into fulfilling projects, and also that no developer can ever please everyone. Again, I wish you the best of luck on the road toward success.