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(1 edit)

Hello again, I'm reading the manual again and I have two new questions for you:

1) About the healer Class: What is the intention of heal +2 HP (a DROP) with 1 SP at adjacent and close range; and at the same time have an aura that doubles the effect of a Drop taked by an ally (+2 HP) for 1 SP? 

The second skill have the same effect but in worst circunstances?

2) What is the tamer supposed to get in exchange for investing 10 SP from DROPS if... the necromancer for 5 SP gets a Great Skeleton with 4 HP and a large weapon?

1) You need to receive a HP drop that round for Healing Aura to activate, while White Magic does not have that requirement. If your party is struggling to kill enemies or is getting bad rolls, White Magic is more useful.

2) Give them a dragon! No, seriously. 10 whole SP drops (which only occur randomly) is a pretty big investment, so you can be generous with this.

Thanks for your response! 

I´m ok with the Tamer! Love the idea!

About the healer...  i´m still conffused... 
What I have understood is: For 1 SP ALL allies (not only one) in close range double the HP DROPS they receive. 

On the other hand, white magic, cost 1 SP too but only gives +2 HP to a single ally (at range close range or near).

Is that rigth?

Ah, I’m seeing the confusion. You are correct, and I should reword it to make that more clear.

Thanks for clarification! I will be looking fot any updates.

Let me congratulate you for your work, I love your game!