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Thank you for the feedback! Balance is definitely an ongoing process. I do want to err on the side of making things easy, but wounds may be too strong, kinesis too. I’ll look into this. I have no plans to include anything other than one-on-one fights at this time. But madness and lust will become important for dealing with enemies who can use spells, since only physical attacks can be deflected.

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Why not block magic with magic?

also, if madness and lust are the only ways to prevent a magical attack, then getting a flawless victory would be based on luck.

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Flawless victory doesn’t effect every battle in the game (outside bonus XP & G), only in some boss fights does it have story relevance. It’s usually always mentioned in the immediate aftermath of a battle, though.

Also, there will be a spell counter system, though I plan to make it harder to get perfect counters than perfect deflections, but I don’t plan to introduce spell counters until a little later in the game, so there will be sometime where your best bet for a flawless will be to use madness or lust (or both) and, if necessary, save scum. It is luck based, but I also think it’s contingent on efficiently building up auras. As the game evolves, I hope consumables and additional types of equipment will also be able to contribute to these strategies.

Out of curiosity, is there anything special for getting a flawless victory against Gemma?

The scene immediately following the fight is slightly different and it will probably be referenced again at some point, but I don’t think I plan to do anything else because of how hard and luck-based that flawless is.

Ok cool, I had a feeling there wouldn't be too much tied to that, since that is a pretty difficult fight, even on easy.

Yeah, you can lose it too and Sara will give you a potion when she arrives in the following scene and you can move onto the fight with the inquisitor as normal.