Very very fun game, been having a lot of fun with different builds and characters. No bugs to speak of yet, but a few potential improvements/changes to gameplay:
- Status effects vs enemies feel very weak, specifically burn, poison, and confuse. It’s almost always more viable to burst an enemy down with damage, so ticking away at a small enemy feels suboptimal and bosses have so much health to make inflicting a status effect feel worthwhile (their health doesn’t need a nerf btw) Buffs to damage for poison and burn would help, and confuse should lean more in the players favor. The “status effects” page should also show how statuses affect enemies, not just the player.
- The tutorial when using a new character for the first time should be viewable from the character select screen, in case players need a refresher on the mechanics. I have personally forgotten exactly how Quill works several times.
- Greth overall feels super underpowered. Blade Caster does not have enough impact to take so long to charge, there aren’t enough character specific cards to provide build diversity or utilize Greth’s abilities, and Warblades are counterintuitive. Instead of providing a +4 to weapons when charged, you should either be able to store charges for when you want to use them, or Blade Caster should operate more like a level 1, 2, and 3. The damage buff starts small, but progressively gets better as you charge and is permanent for a fight, so lvl1 gives a permanent +2 to weapons, lvl2 gives a +3, and lvl3 gives a +4, so you’re weak at first but are absolutely shredding later on. War Blades should also give a charge on equip, not on attack. That or they should have 3 durability instead of 2.
- Bosses are an overall mixed bag. The dragon fight is super fun and challenging, and the 2 bosses at once before the final boss is a refreshing mixup, but the final boss and all the others feel pretty weak and same-y. Boss-specific minion summons (maybe the blue glob guy summons smaller version if himself?), resistances and weakness to certain attack types/builds, and maybe a level 1 boss who is super tanky but summons no minions would be pretty cool.
- Chance encounters are a cute idea, like the fishing mini game or the frog with the question, but are almost always a worse option than going to a weapon upgrade shrine or to the shop. More minigame-based events like a small platforming game or a puzzle that offer good rewards but punish failure would incentive players to try chance encounters instead of a safe option would be super cool to see.
Love the game, been having a lot of fun with it, excited to see what future updates bring.