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Yea, Hard is one thing. But this game is an unplayable mess, it has potential but currently it suffers from multiple issues.

First, RNGesus, you have to pray you start with a good start or you die in two goblin fights and need to restart. Even having multiple chests near by won't make it a good start as they could all be empty. Not to mention you could encounter multiple enemies BEFORE you even get to the chests and just die.

Second, Related to the first one, but chests are more likely to be empty so, good luck.

Third, If you DO get lucky and get a good start, the game could just lock onto a single button and continue to do that until you die, dodge doesn't work, or if you are super unlucky, the game dips down to like 30fps then no buttons work at all and you have to restart

Fourth, Enemies (goblins, on the first floor at least) could fluctuate in power wildly, fight one and it deals 10-20 per hit, fight another and it deals 60-70+ damage a hit. Add into it that there is no way to see the enemies before you encounter them and there is no way to run from combat, if you encounter an enemy you aren't ready for then it's just restart.

Thats the thing, yeah? 

There is a difference between "hard" that is balanced and "hard" that is just brutal nonsense and right now the game is just brutal nonsense. 

part of that is due to bugs, that can be written off with how early in the dev cycle it is. The other part is the lack of balance. 

this game hinges on the dev's sense for balance, right now its a bit unfair to judge but with how they decided to tackle healing I do not have much faith. 

rouges are indeed supposed to be hard, but I cant think of a single one that just outright punishes you for healing when the heal heals so little. 

That's some important feedback. So you think the waiting heals so little? Cookies heal a lot more, you know?

I'll take note of this. The problem with this is that if you get a run that rewards many cookies, then you'd be able to go through the game swiftly. That's what I'm trying to prevent.

But I also don't want to make it so hard it frustrates you. I'll play a bit with the healing and see what I can do.

it would depend on how many sources of healing there are, how much they heal, vs how much damage you can take vs what can be avoided. 


If you are worried about people getting too many cookies early on you can make a loot table to where they are less likely to appear on lower levels, making them much more valuable to be saved.  or to tackle people having too much, might i suggest you implement a "fullness" system that prevents players from spamming the cookies.

as far as waiting goes vs healing, i believe you said it was 10% and then it drops a stat if its higher then 5? dropping a stat is a huuuuuuge punishment for healing. 

ive seen others that allow you to heal when waiting, its a very tiny amount per wait, but the flip side it leaves you "vulnerable" to enemy encounters per wait. so you'd heal 1-2% of your hp but run the risk of encountering an enemy.  to prevent the risk of people spamming that you can have the encounter rate start off small, but then increase for each rest or something. 


in the end, you do you, as the dev you wont make everyone happy so you should aim for just something that would make you happy.