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(+1)

I guess that a clip of the intended gameplay can show the current enemy level better than writing about it, so here you go.

>The only other slight I found is that it didn't seem that matching 4,5, a cross pattern, or comboing increased the effect of the orbs that much.

I agree that they should feel special; my approach was, rather than making these reward a power bonus every time you match them, to have them be conditions for activating orb/relic effects. In case you're talking about these latter orbs/relics feeling underpowered, I believe that this sensation is due to the fact that all the bonuses that I currently have in the game are multiplicative, exacerbating the problem of a low amount of combos doing way less damage than a high amount of them. The idea of making some of these bonuses additive sounds excellent because it still rewards every level of skills while being much more useful to new players, which I'm seeing is needed given the consensus on the game being too difficult. Thank you for putting me on this train of thought.

(+1)

Wow I realized you could move pieces like that but I had to rewatch your first move several times to even process it. I suppose expecting this gameplay might be a problem from the first fight. It might need to be possible to either explain that this kind of gameplay is required to play through several tutorials, or make the first fight possible to win easily with less complex gameplay and make it progressively harder or ideally a mix of both. 

In my opinion I think people would react better to flashy bonuses to doing combo things rather than forcing people to do it for some kind of condition. Additive is a great idea to balance out some of the damage while still rewarding higher combos.