Defeat the vermin of the underworld with the help of a fire djinn.




True, RNG has a lot of sway here, but even if the player gets screwed and dies as a result, they can just try the battle again. There is no punishment for losing a battle aside from having to start the battle over. So I figured the randomness wasn't too much of an issue, especially if the trade-off was that it added suspense/uncertainty to battles.

During playtesting I actually made some of the battles easier. (If it felt like I was retrying way too many times.) I also removed weaker cards, which increased the chances of getting the more crucial cards when they're needed.

Sleep exists in many RPGs, didn't see it as a problem here. I only included it in a few battles. It is annoying, but that's kind of the point. I felt the effects on the battle and player's game plan was interesting enough to include. And depending on the circumstances it doesn't always slow you down much.

Anyway, thank you for the feedback! I'm glad to have gotten some finally, even if it was critical. I was feeling pretty lonely, releasing a game and not hearing a peep from anyone for so long. :p
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