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Just to clarify, was it unclear which enemies could hit you at any given time, or unclear which enemies were hitting you? Right now, the logic for ranged attacks is very basic: if you can see a monster, they can see you, and ranged attacks have infinite range. (This makes +sight soul effects a double-edged sword.)

I definitely need a “look” command to supplement the targeting view, so it’s easier to distinguish different enemy types. One thing I’m trying to balance, and which is only partially implemented right now, is the idea that the player character’s perception is unusual: they are a nearly-disembodied entity that doesn’t have eyes, etc. and is navigating the mortal world by something like active sonar, except with spiritual essence rather than sound. That’s why you can only target the nearest creature, but in later iterations I expect to add different targeting options as soul effects.

Thanks for playing and for the feedback!

for me the part that confused me was which enemies I should care about or how much they’d deal. I probably just need to pay better attention to the log!