I beat everything on my first go through. Idk why everyone is talkign soooo muc abotu balance. yea its a bit off but not that much.
My setup:
Defense: 4def+2herb / 6def / 6def+counter / 4 def
Offense: 7att / 7att+8bleed / 5att
Support: "distract" and "armor steal"
Mainly my playstyle revolved around bleeding enemys and building def for counter. I ignored upgrading one def card and one att card cause cards are rotating so much that i will always have the option not to use them. Stacked bleed on one card for turn efficiency. Armor steal turns out to be kinda useless. Distract gives me a +1 bonus for free cause it basically gives me free turn. (Also it additionally rotates my cards). Counter was definitly my strongest card because it turns every dmg i block into damage.
Last boss was hella strong, so i get why people can get stuck here. Turtling is not an option here. I got through it with using 1def and 1def+counter before it attacks and then just attacking it the whole time.
This is something I am considering but I have to consider what then happens to everyone thats sat there clicking away to lvl up, definately needs more thought, thanks for the feedback Rythmyo.
I actually like the rouge-like aspect of the game. What i don't like is the type of limitation you chose (time limit). A time limit can be a good solution for this, but in this case you need more fine tuning. I feel like wasting too much time because of randomness. It is a bit strange, so i can't say something concrete about it. Just that a different limit of actions would probably work out better. Maybe higher health and no heal for new monsters? But then you would need to make skills have turn based cooldown. Well Its not easy...
Thanks for the feedback! The time limit was inspired from timed challenges such as Realm Grinders'. I really enjoyed those challenges so I wondered what a game would be like if it focused solely on that. I definitely understand it's not for everyone, especially if they came in without that expectation (I'm not a fan of it for Majora's Mask). The idea of the time limit is to allow skillful loot decisions. If you removed that time limit, you can basically farm up until you win. This is common for a game focused on progression like idle games or RPGs. A lot of other games you can just look up the best build to overcome an area and work towards that. I was hoping with RNG and time limit, you're trying to make the best of what you're given quickly so that's how this ended up. Sorry if that isn't resonating with you but thanks for the discussion. I think it's a pretty interesting topic which is why I made this game in the first place.
Oops sorry about that! We just realized that wasn't activated in game. I just pushed a fix and you should be able to see the set effects below the inventory now.
Apparently you are on my accounts "Fan" list Rythmyo, I am just a player but recently learned a bit of coding. I guess when I published this game everyone on the "Fan" list got the same msg as you. Hope it entertained for a minute or 2.
that is because the automating needs fine tuning. The auto mastery needs some sort of priority system. The auto stage needs an option for minimum kills per stage.
don't be afraid of the transcend button!