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Hmm, that's a tricky one. On one had yes it would be nice to get an option in a scenario like yours. I could mark some potions as "do not end if this is unused" but that wouldn't be great either as the player might not want to use it for say a one missed tile damage. Prompting would be better but I don't really like that too much either as that's basically giving like a freebie out. I wonder if having an extended duration before the breaking starts. 🤔 Something short enough that it wouldn't get annoying if you didn't want to do anything but long enough that you could reasonably react and quaff a pot.

Agreed, it is tricky to design around. Honestly, I wouldn't want all runs to have a longer pause. What about some sort of quick time event that triggers only if you have such a potion on you?

Another game saving potion - Clay. An opportunity to drink remaining potions before death would help make the maximum out of a particular run