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I've now figured some stuff out, and in the process found some bugs.

1. Eagle Eye does not stack, and still puts focus to 1 even with multiple equipped. I think this should be changed to focus should be however many eagle eyes you have.

2. If you have counter, defend and evade, and an attack misses after a defence, the user technically still has guard left at that moment. Logically, counter should trigger, unless counter is meant to be more like someone intercepting an attack, in which case maybe this does make less sense. I can see both sides to this.

3. Ability to see hp in shop interface would be nice, so you know how much you have once you heal.

Some observations:

4. Ability to buy strength boosts from the shop. No other powers in shop though as things might be too easy. Unless it could be an option. Spend gold on power or spend gold on a skill or healing. But I think strength boost makes the most sense here as it will just increase attack by 1. I had an alternate idea about if you replace the card with the same one, it counts as an upgrade, but then if you had four daggers you'd be doing 20 damage. Note, what I mean by this is if you have dagger in slot 2 and you put dagger in slot 2 again, it could double the way powers stack. But I think strength boost in shop might actually make more sense as it'd mean the player not becoming too overpowered too quickly. Unless, this stuff could be added to game options, accessibility and players playing how they'd like to play and all that? It would also eventually cause a dilema of, should I try to upgrade my attack or replace all of my skills? Because eventually the player would run out of slots and wouldn't be able to keep an upgraded skill forever. However, perhaps out of all of this, I think strength boosst option in shop makes the most sense without possibly breaking things too much, and might be the easiest to implement.

Hey,

This comment is very late (sorry about that - I haven't been on this account in a long time), but I appreciate you taking time to play my game.

About your previous comment: Focus mostly depends on whatever the enemy's Evade stat is. If the player has less focus than the enemy has evade, their attacks will always miss, but if the player has more focus than the enemy has evade, they get a damage boost (the same goes for enemies, too).

I like the suggestions you have for the game, especially the option to upgrade skills.

Hi, could you please explain the different resources? I, for instance, don't know what focus does.