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SuportSnek

6
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A member registered Jan 14, 2026 · View creator page →

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I was just thinking, maybe the Reactions should deal twice as much damage?

Either that, or only have it consume 1 stack of burn/soak. 

But then again, it's totally possible that I'm underrating them! I'll have to experiment with them more

Props for the Econ update, it feels a lot better now, thank you :)

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Won my first run (took me like 4 tries). It was fun :D

The final boss felt really easy though, but his limit restriction was kinda lame?

I would turn up the limiting mechanic by like 1-2, but also give him BIG attacks that are hard to dodge, requiring more than 1 dash to dodge. All I had to do was 1 dash per turn and I was dodging all of his attacks. Either that, or have him summon more minions.

I also did not understand where the limit mechanic was, the first time. Could you specify that it's a debuff *on the player*, so that way the player knows to look there for it? I was looking through the UI and completely missed it being on the player, lol.

Finally, I felt like Soaking was way better than trying to get that elemental reaction thing. Especially with Kracken, I had 30 strength in the final boss, which is way better than wasting it on triggering the effect.

But that's just thoughts on balance, I really did have a blast :)
 
 
PS: Frick those stupid blob guys! After dying to them like twice, here's what I did this time. I REFUSE TO DIE TO THEM AGAIN https://imgur.com/7Lda0ZO

Thank you so much! :)

(1 edit)

Yeah of course :)

Oh, one last thing, that I think would really help the balance of the game:
Currently, the Soul economy of the game feels really stifling. Then, once you find Soul Core (+1 soul per enemy killed), your Soul economy practically doubles. It makes Soul Core feel like practically a necessity for any good run. 

Could you have the base rate of Souls gained per fight like 50% larger, while making the Soul Core give ~50% less souls?

With this change, the Soul economy would feel a lot less brutal, while also making the Soul Core feel less critical.

Really fun!

Though I do think it's missing...something? The combats go on forever, and I haven't found too much build variety (but it is just a demo, so whatever)

Maybe also have the player heal 20 hp after each boss? It feels kind of bad to have all damage be effectively permanent.