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The team and I can't agree with you more - there is a flaw in the mechanics which makes it very mathematically biased. In the nine days we had to build we didn't have time to extensively test the mechanics. There are a few things on the list of changes we need to make, and I really appreciate the list of ideas you've compiled for us. One of the changes we proposed was making both sides take damage in a draw to accelerate the conclusion and to embellish the lucky rolls by making them more decisive.

I hope to get back to tying up these loose ends once I'm available again.

As an aside - and by no means do these excuse the needed repairs - there are some poorly communicated strategy options hidden in the game which I added in the last two hours of the jam. The chests where you get upgrades will gather goo after they've been opened, and increase by 3(?) after each successful combat. That's at least partially useful for improving reserves. I think I also found that dying doesn't drain your goo to zero, so you can take risky no-goo approaches to try to build up your collection. The mushroom grinding has definitely been part of my strategy when playing through.


Statistically speaking, it seems beneficial to always boost to six, at least until you've gathered enough boosts to your stats.

Thanks again for your thorough feedback. It'll be a while until I'm able to make these changes, but I look forward to letting you know when I've been able to make them. It'll be good to have the game play as it was intended., and for people to be able to fully experience all the dialogue and character art. :~)