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(+1)

Thank you very much for your comment!

I personally think aswell that the variety of nodes is overall to small. My main balancing problem was that to complex nodes push the complexity and accesibility of the game very quickly. Furthermore a friend who playtested the game, was in the beginnning able to outfarm the whole game in 5 min oneshotting everything. The trick of getting through the game easily in the current state of the game, is to make very important nodes count multiple time, by placing them in a spiral like shape (so you can make them count 2 times before the first boss, and up to four times after the third boss, etc.). In the version i am trying to remake in Godot 4.0 I am trying to get rid of the multiple count mechanic, because it seems to be unaccesible, instead I want to improve my node creation workflow and include more branching nodes and nodes with more active and unique effects.

(+1)

I see, I see.

That thing about making the node to count multiple times actually sounds pretty interesting, I probably would have done that too if I actually tought on that. 

I think you shouldn't get rid of it, instead try embracing it, since this is actually a very clever way to strategize with the node queue. The only problem I assume would be that it may be a bit difficulty to balance that out tho...

But hey, it's your game, you don't need to do what I tell you to do, I'm only giving biased suggestions x)