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Hi. The dungeon crawler is connected to the theme of "redesigned failure" to keep weak players longer in the game by

1. Spawning less enemies when entering a new room and increasing the chance to find  treasures when a player has taken damage.

2. Treasures are more likely to contain healing potions when opened by players with low health, plus their chance to take additional damage from traps in the treasure chest is 0.

3. Since it is more likely to find weapon upgrades (more treasures, tweaked probabilities) for players that have taken damage, the profiles will balance over time.

(+1)

Alright, you’ve convinced me, I must have missed that part. Rating is getting raised!

:P