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Aura's feel like something that should absolutely be in the game, it incentivizes not getting hit and adds a ton of variance to gameplay.

My main experience so far has been with the Thorn Aura (Crystals -> Thorns, in case that's not what it's called). That was incredible amounts of fun and I picked it up when I had 1 crystal and 1 heart, and it carried me all the way through the second biome in a terrifying glass cannon fashion. If I had more health when I picked it up I would've felt like a god. It's definitely overpowered at the moment, in my opinion. Maybe make it truly a glass cannon item where you cannot gain HP while you have it?

I also came across the aura that's supposed to give you two free seeds, I believe, but I was confused about how to use it, if I needed to get hit? I ended up dying immediately so I didn't get to find out.

It's definitely overpowered at the moment, in my opinion.

Yeah, I'll say that there are a bunch of them that are probably overpowered right now. The design process that has been most successful for us has been "make a thing too strong so that we find out if it's fun and then tone it down".

I also came across the aura that's supposed to give you two free seeds, I believe, but I was confused about how to use it, if I needed to get hit?

If you go into a crystal room or shop there should be a little circle with the arrows-in-a-circle emoji. If you roll over that with it it should work. Though, now thinking about it, I'm realizing there might have been some changes that broke it in crystal rooms. It is... very alpha right now.

Love the Thorn Aura story! Playing with variables like health gain will definitely be tools to pull out to make these crazy things more balanced haha