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Hi and thank you! Definitely seeing an uptick in folks playing which is great! 

1) There is not a mechanical difference in weapon types. I wrestled with distances early in the game's development but it made combat too wargame like and hard to track. So ultimately I stripped away those mechanics. 

2) Yes in fact Heart of Light has a boss that has an alternate attack. But this was also included to allow for other games' enemies to be plugged in. Since many other games have enemies with more than one attack.

3) Gaining spells can occur through obtaining the Crimson Potion heirloom. I can definitely see adding a more direct route to getting a new spell though. On Page 7, where you upgrade your stats I will add a new spell for a cost. That's a really great point you bring up, thank you!

Thanks for the clarification.

I completely understand your concern with combat. Keeping things simple is what your game is all about.  I think maybe the answer could be thinking of Range & Melee as tags?  On page 19 when a boss has ‘flying’ you must hit once with a ranged attack before you can melee.  You might be able to differentiate between melee and ranged by creating a couple of exceptions for normal combat.  I need to think this over…