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I see, it’s good to know you could prevent that griefing. But I also think it’s kind of a long-term balance issue, where you eventually need a long-range unit to be able to attack other long-range units, and then you still might get unlucky and be one-shot while approaching them.

Maybe I should also point out that Cassowaries and fencers have stats worth 22 upgrades, while most have 21. Barbarians and centaurs have only 20. Skullchers and banshees seem to have 21, like morcs, while elves might also just have 20. Llama and naga have 21 plus their spit attacks.

Snakes have 20 plus venom bite, while centipedes have 21. These make me wonder if it’s a downgrade to have multiple different melee attacks whose damage you need to upgrade separately.

Oh, and another small thing I noticed is that resisted attacks use the verb “undefined”.

Sorry for the slow response!

I really appreciate the detailed checking of my math on all the monster stats. I'll go through and update them whenever the 7DRL judging finishes.

Also I saw the "undefined" bug once, couldn't reproduce it, and thought I hallucinated it. I'll go fix that too after the compo.

No worries.

You’re welcome, I had already made a list with these numbers, anyway. Some stats are more valuable than others, for example I’d pick a lion over a fencer because it has more defense and the same damage, even though it has less stats overall.

I think there’s another bug where a resisted vampiric lighting attack seems to attack multiple times instead of (not) draining health.