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(+1)

Thanks for playing! Glad you have fun

I'm really struggling with balancing this game, so thanks for the feedback. As the dev I'm quite experienced with button timing and getting the most out of the minigames and I know what the enemies do exactly, so I can't reasonably balance the game based on my own thoughts. I'll tweak the game to be easier with some gut-feeling changes, but I will also implement player data tracking for post-release balancing. First 10 runs being all losses without even reaching chapter 3 is going to be a refund

Money Gun I think is viable as a build-around, but I will concede that healing-based builds and green in general needs some help

Had another thought after playing some more.  Some post round stats would help a ton.  Things like

>total score
>Number symbol rolled
>Total dmg/heal/money
>Hexes moved

etc. etc.  This would also help take the sting away from a sudden loss.