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(1 edit)

Thanks for the feedback! 

The Fey Spirit thing is definitely an oversight, haha. I set the duration to infinite now, so you should be able to use it to get 2 extra turns (as intended) but no more than that.

I don't really plan to revamp the draw mechanic - the monsters being mostly disposable is definitely intended so you don't completely snowball. Skeletons especially are meant to be reliable (high hit rate) but not worth using buffs on. Assassins, Dark Mages, or Chickens you can keep alive for the majority of the map due to higher weapon durability and scaling well with buffs for one reason another. I did actually experiment with infinite weapon durability in earlier builds, but it made the game too swingy, since if you played carefully, you could keep most of your units alive and get a massive army in the second half.

But I definitely have gotten some other feedback about the RNG being too punishing, so I'll push some small changes (slightly increasing player hit rates and some durabilities) to make it more forgiving if your draws aren't great. I don't think I've seen an impossible "draw seed" yet (it's slightly rigged so you'll never be completely monster starved), but some unlucky misses at the start can really screw you, so I'll try to reduce that.