Nice to see you playing this game. Here are some tips from a more experienced player for you. You can avoid the contact damage from spikeg monsters(like thorns) with ranged damage(like the lost's bow). Regarding the health of the enemies you can more easily read it by realising it's always in rows of 5 or 10(you can also simply click the enemies to get a current/total on their stat screen).
Thanks for the kind review. Interesting hearing you talk about how rare it is having nothing carry over between fights. Many recent games have grinding for permanent benefits during a round, eg Wildfrost/Balatro.
it's funny, because all the "rules" you say are absolute (nothing is lost between fights, you always have burst, you get two reroll...) all can quickly fall apart when you start introducing curses. But that's another very well designed part of the game, when you get them (often by choosing higher difficulties) it's through choices of 5 or 6, allowing you to decide which one is less detrimental to your current comp. or the current gamemode, or even your playstyle
i'm getting aneurysm from the padding on the buttons also having more options and customization does not means its better. all that code needs to be maintained. It adds a lot of noise and mental overhead plays have to deal with. A better design would be to take a stance and be opinionated rather than offload the decision making to the users
thankfully, most of these options come as unlocks you get after getting some experience with the game, letting them feel natural, rather then overwhelming
There are strong pros and cons to both, sure, but there is a playerbase who /love/ weirdo options and customisable games and thats fuckin me. The game also seems to be very competentlh programmes by one guy, its shockingly flexible and crashes are sooo rare even qith updates, and require you to push the game /far/
I would argue that there IS already a stance taken with starting settings. Therefore so long as changing options is optional(so not required when starting/casually using the game/application) it can only be an improvement (if ignoring bloat and done elegantly). There is of course nuance and limits in the amount of options that should be created. Also the padding is there as colorcoding so you know whats related(like whose dice, who is attacking who, or whose spells.
Nice to see you playing this game. Here are some tips from a more experienced player for you.
You can avoid the contact damage from spikeg monsters(like thorns) with ranged damage(like the lost's bow). Regarding the health of the enemies you can more easily read it by realising it's always in rows of 5 or 10(you can also simply click the enemies to get a current/total on their stat screen).
Thanks for the kind review. Interesting hearing you talk about how rare it is having nothing carry over between fights. Many recent games have grinding for permanent benefits during a round, eg Wildfrost/Balatro.
it's funny, because all the "rules" you say are absolute (nothing is lost between fights, you always have burst, you get two reroll...) all can quickly fall apart when you start introducing curses. But that's another very well designed part of the game, when you get them (often by choosing higher difficulties) it's through choices of 5 or 6, allowing you to decide which one is less detrimental to your current comp. or the current gamemode, or even your playstyle
Based
i'm getting aneurysm from the padding on the buttons
also having more options and customization does not means its better. all that code needs to be maintained. It adds a lot of noise and mental overhead plays have to deal with.
A better design would be to take a stance and be opinionated rather than offload the decision making to the users
thankfully, most of these options come as unlocks you get after getting some experience with the game, letting them feel natural, rather then overwhelming
There are strong pros and cons to both, sure, but there is a playerbase who /love/ weirdo options and customisable games and thats fuckin me. The game also seems to be very competentlh programmes by one guy, its shockingly flexible and crashes are sooo rare even qith updates, and require you to push the game /far/
I would argue that there IS already a stance taken with starting settings. Therefore so long as changing options is optional(so not required when starting/casually using the game/application) it can only be an improvement (if ignoring bloat and done elegantly).
There is of course nuance and limits in the amount of options that should be created.
Also the padding is there as colorcoding so you know whats related(like whose dice, who is attacking who, or whose spells.