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The idea is cool, but it lacks a tactical component. You just choose the items that do more damage. And by the feeling, the item with 70% additional dark damage does not work, I deal 15-20 with it or without it. I would probably like some phases for opponents. For example, the opponent charges a strong attack for three turns, you can try to kill him with normal attacks, or interrupt his charge with a light attack.

Thank you for playing! We'll check the settings for that buff, probably it's really broken, thanks for reporting it. We'll think about more variety in combat in the future, I agree it's lacking for now.