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(+1)

Thank you for playing the demo and your comprehensive feedback. 

I just added some tooltips for skills during combat and attributes in the stats screen. I'm glad you didn't have issues with unlocking perks since that seemed to be a prevailing issue. You can always tell exactly how much HP a unit has by hovering over it while the targets are on, you can also show all HP and MP bars at once during your turn by holding down D. I really need to communicate certain mechanics better, but I tried to make the game easy to understand to begin with.

I think speed in general tends to be very important in RPGs so that's not strange, but I still have a lot to do in terms of balance. As an example, you are also not the first person to tell me the final boss is too easy, maybe I underestimated players. I don't want to obsess over it though because sometimes wildly unbalanced abilities are fun.

So far my main source of variety are new enemies and terrains with special effects. I think the player should encounter a new foe every 5-6 minutes which I think is decent. I also want each perk to offer something new in terms of gameplay. Some skills also interact with mechanics that haven't been introduced yet.

I don't take offense from my characters getting called bizarre. The inspiration behind one of the factions was a literal dream I had. The story takes place in a small pocket of a larger world so a bunch of loose actors together don't make a lot of sense in a vacuum, but hopefully I can shape them into something more coherent through smalls bits of dialogue. 

Also, Mosca is supposed to be a Patagonian Bumblebee.   

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I don't really know if the final boss was too easy. Since there is not much you can do after losing a character, that disadvantage can snowball into getting crushed. I might just have spent my skill points/perks correctly. Enough testing should make things clear, but since that is the last fight in the game it might be challenging to get more data.

>Mosca is supposed to be a Patagonian Bumblebee
Heey I have seen a lot of those in real life. Back in my home town I had lavander flowers in my garden that always had a ton of those buggers during summer, sometimes they even slept inside the flowers during the night.

(+1)

Balancing is hard, and the game will only get longer. Although if people actually get through the ~1 hour long demo just to tell me the final boss was poorly balanced then I like to imagine that, at the very least, I was doing something right up to that point.

Also, I guess we are both from somewhere in the Southern Cone then. Alright.