Hi! Sorry for the delay. Been very busy with familial issues. The latest version of Pixel Pixie can be downloaded here:
As for feedback, any and all feedback is appreciated but answering the following questions would be ideal!
1. I have now made subsequent runs more difficult. Any feedback on if its too hard now, too easy or feels right would be huge.
2. Any particular enemies feel too strong/too oppressive?
3. Any class in your party feel too strong or too weak?
4. Any artifacts seem too strong or too weak?
5. Any BUGS or seemingly unintended issues/errors?
Any of the above feedback would be extremely helpful. Please let me know if you have any questions!
so i played trough it until 3rd shard run and then closed it not thinking about saves and no save was left (sad, wanted to see the 4th shard on first try)
all the things i mention under suggestions feel free to glance over, its just my opinion on certain things
so first and foremost
bugs that i found
*gravitation-all with the gravity mage does attack to one enemy only.
*"on second thought" option in a cave event, orange chest makes you take the reward instead (coding miss happens)
*pyromancer seem to not be able to heal with first aid triggers
*cat/teddy offered anti venom item at start of run but didn't gave it due to it having a price tag (stated that do you want to buy it for 200 coin and no options, explained it then wasn't in the inventory)
*? cat/teddy offered a party member (assassin) as a gift at start of a run. might be intended.
*? charm triggers immediately after it is inflicted to the enemy, makes them attack itself too sometimes and skips their turn until the second come around of their turn. (might be intended)
run experiences
(had no actual game overs trough out the 5-6 runs i tested)
first run i had to use mage heal 5 times for the first biome to not die and was hitting it very close, very tough and good as it should be for a rogue lite, however after passing the first biome and getting a healer+ some good fighters, it completely turned around and party was too powerful to feel any risks, but not op. the fighters got repetitive then all resulting the same amount of dmg taken and healed.
second run (1 shard) was much more balanced from the get go due to upgrades i had and the stronger initial units. and steady progress with how tough enemies were and the party's strength. only had to use 1 full heal for the first biome
the end boss was the lady and her undead troop, which the party acted weird toward and used the hero's aoe attacks first to take out the troop then focused her with solo attacks. (suggestion 4 related)
third run(2 shard) had me using 2 tents in first biome and the difficulty rise was noticeable and to a good amount (suggestion 5 related)
didnt get to try 3rd shard because i restarted the run 3 times due once to my mistake of forgetting fighter and and 2 more because the 4th bug happened twice.
and then i was out of time.
suggestions
imo+
1-there need to be a button that pressing it lets u end the ongoing battle because sometimes you go in with wrong formation or know you are going to loose, so watching it to the end is painful.
2-the bazaar feels like it should stay around for revisiting, but i understand the gimmick of it (and loans), u have to make sure u have money before entering as of currently.
3-the first aid passives should not stack and should be replaced by an stronger regen upgrade, it feels like too much healing and removed the sense of danger. (regen vial included)
*there is room for nerfing the amount of them too.
*maybe have the heal at the end of turn go trough before status effects so their effect doesn't get swallowed by the amount of heal. (reducing the healing alone could fix this)
4-on the second run the way the battle went, all the other fights could be like that, because it felt much better.
was going to mention allowing player to choose the attacker's order each turn, but that would defeat the purpose of auto battler and the formation strategy. (however the applying first suggestion here can completely fix this)
5-3rd run got the wolf mini boss it seemed tough enough to be a mini boss but it lacked attack power, however boosting its attack power here wouldn't make much of a sense, so my suggestion would be having the second wolf to get boosted after one is killed and attack all the party twice with slightly more dmg.
*without an action booster in third run the last biome felt much more balanced and well done (even tho having a strong party still beats the enemy in 2 turns) however all their damage still was undone by the amount of healing.
6- speaking of, the action booster items did feel op and made every fight quickly finished, my suggestion for it would be having its buff only lasting for 1 turn each fight (2 turns on bosses if possible)
7- enemies should move on the map for a tile or 2 after each battle is done, to reduce the same path taken strat. (also gets mundane to do that)
8-feels like most buffer classes should alternate between buffing and doing some other action each turn, whether it be damaging enemy or focusing on one ally to take 0 dmg.
also half dmg taken feels like too big of a buff, 25% maybe be better. i am not sure on this one.
honrable mentions of suggestions
*there need to be some solo healing items aside tents, and nerf tents to heal 70% and revive. (if not adding solo healing then keep tent as is)
*ouroboros last boss had aloot of hp therefor making it really hard to beat but also very venerable to gravity shaving 30% of its hp. (and passive healing still out done all his dmg but 2)
*extra party member on each save feels like the only option one would go with, because its weight scale doesn't come close to the other buffs. (so many raise the other buffs to have much more benefits)
*maybe change the icon of guardian's provoke ability from a song to a shield, would make more sense.
*sword lord is weaker than duelist with the double action trinket due to his attacks not being in one turn, doing a 7,7,7,7 and duelist doing 8x2,8x2 however that is lower rarity.
*most classes are really creative and good. gloom enchanter is the most powerful so far but wouldn't say op alone. but with right combo yeah.
over all the game was great as it is, and if you want me to give it another shot later lmk. (i may play it on my own behalf, it was fun lol)
*dope win battle music!!