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I find that the RNG in combat doesn't work well with the wellness loss when your character gets hit.  Despite having plenty of HP, I find myself savescumming whenever my character gets hit for even a small amount of damage... because wellness is a limited resource that I need to accumulate a large amount of.  (On the other hand, Billy or Suong getting killed in combat over and over is fine, because the only consequence is them being unavailable for the rest of the fight.)

I'm aware of this and I will be fixing this after the work overhaul. I will be redoing the entire combat system in the future, but I will quickly fix this by adding simple "aggro" mechanic, where enemies will attack characters that did the most damage / have the highest taunt value instead of attacking at random.