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(1 edit) (+1)

After unlocking Root and Luna and reaching the two 100% progress final bosses, I can say that I enjoyed the different tactics of later bosses which made them distinct from each other.

Here are some ideas:

Pray To The Goddess: It's OP with Rosary since you can spam it every turn if not Cursed and only take 1 dmg from every attack. Only Poison, Bleed, and multi-hit counter it.

So maybe on higher difficulties, you can only Pray 3 times per battle and have to pay 10 Lunar Fragments for every subsequent Pray?

Challenge character:

  • Starts with 6 temporary hearts.
  • Starts with Knife
  • Starts with Gun.
  • Starts with Second-hand Smoke boon.
  • All max hp gains/healing items/rest events grant temporary hearts instead (cap of 6 gained from percentage healing).


Two deals with Living Guts basically allow you to easily kill final bosses. Maybe reduce its effect to 1/4?

Doomed/Despair status effect: Increased by 1 by certain enemy attacks, such as charged attacks, and lowered via Pray/defeating a boss/certain events/items. If the counter hits 13 (carries over between battles), explodes and take damage equal to 1/3 max hp.

All bosses so far spend a turn to heal but what if later on, they had a life drain attack (dmg-based healing)?

A boss whose Charged attack immediately resolves all your poison stacks dmg at once, punishing you for ignoring and not curing it.

Thank you for your feedback and all your suggestions!

It's little tricks like this that are hard to set up with randomized encounters that make a run thankfully easier and make up for runs that are stacked against you from the start.

Once in a while it's refreshing to kick ass.

I dont think the game needs to be any harder per see.

It's already pretty close in terms of learning curve to fear and hunger.