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Build 1.0.0 feedback

A topic by Robert das Wildschwein created 30 days ago Views: 346
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(1 edit)

To be honest this wasnt the best update.

The new enemies, Rageboar, Cannonboar, and the Crescent grove enemies feel overtuned. They do too much damage and have too much health for their level which makes the new dungeons a pain. I think the enemies were balanced in a way assuming that you were already LV 20 and had all Coldgeist gear from grinding the previous demo, so for someone at LV 15-18 with normal gear, they feel way too difficult.  The enemies are also way too big. I know that I am a plushie and I am supposed to be small, but due to their size it often makes it hard to see what's going on and all the enemies clip into each other in a giant Homunculus of models stuck together making their attacks hard to judge.

I would suggest reducing the stats of all new mobs to more reasonable levels and shrinking Rageboars, Maws, Deadwood. Also you should be able to jump over Colossus shockwave because at medium distance, it seems literally impossible to avoid.

On a positive note, the new enemies are very fun to fight (if you have your stats beefed up to match them). Maw in paticular feels awesome to successfully dodge. Actually, besides the shrooms, all of the Crescent Grove enemies are fun to fight and feel well designed. Colossus is a very awesome concept for a boss and I like how his two allies are implied to be his creators. It's a nice little story. I am also happy that some of the new enemies can't be parried, making dodging as a warrior a bit more meaningful again, so you need to master a combination of parry and dodge now.

Also I played solo so maybe the encounters were balanced for MP andsolos just need better levels?