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I'm of the mind that a mechanic as powerful as taking no damage on every attack should be something very difficult and not necessarily possible for every player to do. If getting the Dodge perfectly only reduced the damage, the system would be perfectly fine as is. But (what I think is, I haven't tested) an all-or-nothing system makes it so that the combat has no danger for a player who has good timing and is too punishing for a player who doesn't. Maybe it can be fixed by pushing those minimum and maximum damage values closer together.


I didn't get the belt of truth in my playthrough! I want to go back and play this game more in-depth, now j know there is a cool item to look forward to! I think if the health number is an item then the current system you have is fine

Thanks for the suggestion, I can play around with that some. Right now it's not an all-or-nothing system. Every dodge reduces damage by a set amount and every attack increases damage by a set amount. So it you dodge twice and miss 1 then you'll take 3 damage instead of 9. It you attack twice and miss one, then you deal 6 damage instead of 9. I tried to make it harder as the game goes on by shrinking the targets and adding more of them, I may have overcorrected and made the beginning way to easy though. Let me know what you think if you get around to a second playthrough!

Not sure if you saw my other reply, but I did get around to a second playthrough (or rather continuing the first), and I think the difficulty is scaled pretty well! It is fine if it is easy in the beginning, it's introducing the mechanics to the player. Honestly I think the difficulty is perfect as-is. That was my bad for judging a game before I had played through the whole thing

Don't worry about it! I don't expect everyone who plays the game to finish it or play through the entire thing as it is a game jam. Thanks for giving it a second play!