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As you've noticed most enemies, in the beginning, are slower than you, even without the Rasimi speed buff. The traveler is just as quick as you, and his primary statistic is willpower, so he has an advantage in stamina usage, which I think is fitting to the character. 

Here's my dilemma balance-wise. Ranged characters have a clear advantage over melee characters because they can kite. The world is open, sight range and the range of weapons is significant, so there is space to kite, and you see danger quickly enough. Your stat distribution only decides the glass cannon thing. The traveler, boar and maybe amazons with their ranged attacks are the only early threat for ranged characters that need some additional consideration. For these characters kiting tactic doesn't work that well, and I think it shouldn't. I believe this is the main challenge here that you need to fight the traveler differently than other folks, which is not an issue for melee characters. They have their problems with casters.

The offset of kiting is the risk of stumbling on another enemy, which makes the situation harder. All of this is in the game to not blast through too quickly. Later on, there are enemies with unique abilities that can get to you sooner or have ranged attacks of their own, or you might have to fight in dark places, or in small corridors where your range is not going to be your advantage. I prefer to add additional options to combat, like proposed before, craftable single-use items that can stun an enemy or apply slow, or maybe even change the environment to your advantage for a moment, to give players more options to deal with threats instead of allowing kiting to be the go-to tactic for everything.

I explained the arrow and bow situation in your other post, but to sum it up here: 
- You need a stone axe, not a workbench to craft bow and arrows.
- Poacher starts with arrows in recipes. Other professions need to salvage arrows.

1. I think it would make it too easy to kite.
2 & 3. Here are things you can currently do in the game to combat stamina issues:
- You can decrease fatigue gain on resting with endurance.
- You can reduce the cost of movement or making base attacks with endurance.
- You can regain more stamina with rest action with more points in willpower
- You can speed up fatigue regeneration during sleep with willpower.
You can see there is quite a lot you can do to improve stamina and fatigue management just by not putting all your skill points into damage. That's simply a tradeoff you are making and I think it's good that there is a cost associated with going full glass cannon.
4. The pursuit reduction might be a good idea. I'll experiment and see what to do.
5. Adrenaline sounds cool as an ability or some special passive trait for specific characters, but as a global mechanic, it might be too complex.
6. It might have to come to that it will have to be implemented at some point. However, it makes sense that everything alive focuses on you. You are the foretold evil that came to destroy everything. All the cows in the area gave black milk and so one. It's either kill you when you're weak or die soon enough for everyone. It's something I failed to communicate in the game, so I'll have to figure out how to do it.

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I didn't even know there was any prophecy or that I was feared, to be honest. Most of the intro seems to suggest that I'm long since forgotten, and most people wouldn't even remember my name, much less consider me a danger, especially reduced to a mortal coil. The only thing I had kind of gathered is that there was some kind of explosion when I possessed the creature that I make in the character creation, or even that I fell from above, because it looks like I start in a crater next to a tree that was smashed in the event.

I'm gonna pump a few more hours into it quite soon. I'll get past that beginning if it kills me. Thanks for the advice on playing Necro and Poacher. I'm going to give them both a try again. If I'm to be honest, I didn't even consider that the rabbits and deers might not be passive if I raised them.

There will be a few changes related to this in v0.2.5 (probably Friday): https://itch.io/post/811810