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I understand your point. The combat is mostly reliant on RNG for the enemy actions, there is no strategy scheme. There is a set of rules that may help.

  1. Enemies won’t use the same action twice in a row, (unless previously stunned or charmed), so it is safe to use the opposite of their last action, since they won’t repeat the counter on the next turn.
  2. Enemies only use 1 of 4 actions (Fast Attack, Heavy Attack, Grab Attack and Guard), so based on the last turn you have a 1/3 chance to hit on their next action’s counter.

On the next update I’ll make a change so that every counter action stuns the enemy, so trying to go for counters in the best option. But I’m still trying to figure out how to tilt the combat a bit more to tactics based without fundamentally changing the current system. (Maybe removing the Parry action and make it an overloaded “full” Rock-Paper-Scissors)

Hi eroism, how can I suggest corrections to the Russian translation? I found quite a few words that were mistranslated or inappropriate.

Hello leviathanpainis,

You can mail me the information and I can forward it to Keshka, or speak directly with him :).

(3 edits)

I made the Google document in which I pointed out several translation errors. the list is not complete, this is just what I found in an hour

Thank you for the detailed corrections.

There is at least one issue here that is from the game itself, which is the map names. They are not translatable, like the other texts are, but this will be corrected on version 0.85, since I updated the map names to allow this :).