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Yeah, the Gunners having Hip Fire/Shotgun Messenger be strong on Turn 1 was intended, but it's turned out a bit strong and will still be in/good but going to be tuned down a touch in the patch coming at the end of this week. The balance between the game's core loop not stretching out too long and the fights being too easy has been a hard balance to hit. I'm currently adjusting some classes and putting together an FAQ to help people more easily get into the game, and I'm hoping that might give people some knowledge and space for me to make fights last a bit longer without average people having too much of an issue getting into the game.

Enemy Snipers getting to multiattack is an odd thing that I know can happen but that's more because there's certain things I can make players immune to that making enemies immune to is a hassle. Enemy Snipers also don't get the massive increase to crit chance/damage, which came off feeling either too easy or completely unfair in testing, so I've had to accept it as the main weird class difference.

While the change to 3 rooms in the Lv.4 missions might make things go faster, there's also a lot less stress in having to manage a semi-random party's resources, and as one of the core themes of the game is the hubris of adventuring, I prefer players to have that little bit of a struggle. I also want to make sure players experiment and unlock additional characters, so I might look into more naturally incentivizing that so players aren't doing so many consecutively because they've been doing some here and there.

...I immediately know what mistake I made for that to happen, so in the next update, those effects will reset in the same way as other door effects do, so you might have to take those characters through an additional run to clear those penalties, but yeah... that's extremely unintended lol