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(+1)

Thanks for playing and giving a detailed feedback!

Yeah, I should've made it so that the Antivenom also heals HP, considering how important a single turn is.

I actually made it so the later enemies, while having the same moves, can actually use the moves more times than the earlier ones. Though I guess it doesn't really show because of the RNG, hahaha.

Having the tiles affect the story routes does sound like a cool idea! I do want to explore the possibilities with this style of gameplay in the future.

(+1)

since you mentioned that later enemies could use moves more times than the earlier ones, i think you are referring to the chance of using more special attacks like poison and strong attack,right?

I definitely noticed that the dragon boss used his poison attack 3 times in a row.

Not exactly. I mean like, the goblins can only use Strong Attack 2 times in the whole battle, but Mimic can use it 4 times, and so on... I admit it's a pretty lazy way to make difficulty curves though, hahaha.