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(+1)

This was an interesting one, very well put together and I like the art and variety of items and enemies. But to be completely honest I just didn't understand the combat at all. Any time I thought I understood it, something completely unexpected happened that threw my understanding out the window.

I was getting absolutely stomped on by enemies with lower health and damage than me, the chicken seemed to be RNG, and I did not understand the calculation of what attacks are effective or ineffective against different enemy types.

So I ultimately wasn't able to beat this game, though I did make it to the final boss at least.

This is a well made game, I just don't think it's really for me.

Good job!

(2 edits) (+1)

Thanks a lot for playing all the way to the final boss and for your detailed feedback! I should have taken more time to include an explanation on how the battle works.

Without entering into all the detail, here's how it works:

Turn order: you, the chicken, then the enemy.

You select one of your pieces and move it on one adjacent square. After moving, the piece will attack all enemies present in its attack range (represented by red squares). The damage inflicted will be a number between the equipped weapon min and max damage. All targets that have an elemental weakness will receive double damage.
Alternatively, you can attack without moving by selecting one of your pieces and then pressing space (this is not documented enough in game, but you can see it by clicking on the "?" button). This only works if an enemy can be attacked by the piece without moving.

When attacking, if one or more allied piece can also attack one or more of the target, they will join in in the attack. You can perfectly win without making use of this mechanic or even noticing it.

After your move, it's the chicken turn. At the start of its turn, it has a 50% chance to turn against you (reduced to 25% during boss fights). It moves to a random square like a chess knight and attacks all targets in range.

After that, the enemy moves following the same rules as the player.

Weapons have a durability. When a weapon falls to 0 durability, damage inflicted will be halved. You will have to enter a safe room and sacrifice another weapon of the same kind to repair it fully. You can also upgrade your weapons by sacrificing another of the same kind, to raise max damage and durability by 1.

The strengths and weaknesses system is way less obvious than I thought it was when I implemented it. Most weapons have an element represented by an icon next to the name. When attacking, the animation will also reflect what element a weapon is. So a thunder weapon will be effective against a piece whose equipped weapon is of the water type, water will be stronger than fire, etc., like in Pokemon.

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Thanks again, your feedback will help me make things a lot clearer when I update the game!