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Non renewable amount on food is like a limited time to finish the game, and i think it is bad on a game of that scale. (very long game, like the M&M series)
Ps: i like the mental health idea, some sanity meter remind me of the Cthulhu ambiance.
Seeing undead or seeing demonic spell at work (both foes and player's ones) could eat up the sanity meter. That would be a cool way to have a school of magic that is powerfull but eat everyone sanity if used too often. And since you have many brain focused spell, (brain rot, confusion etc..) that could give them a new utility beside basic damage + chance of random action.
Btw, i edited previous post with idea on a sanity meter, maybe it will interest you.
Btw, what is the lastest demo? I find screenshot of different version.
Mine says v1.50b with a lonely crusader on the right side, but i seen other picture where the menu displayed the group of differents characters.
Shrine could be used for somethings else. Perhaps a use for destiny point? A temporary buff that each char could choose from a multiple choice. Each diety could offer various buff depending on their domain. The buff you choose would last a long time depending on your destiny attribute. Or you could take 2 buff, but they last less time.
Example: A cleric could take a "Mind refuge" buff, that would increase sanity resistance, that would take 4 destiny slot per use, taking the same buff multiple time would increase the duration.
Taking it two time, would make you use 8/10 destiny point. When the buff wear off, you go back on 0/10 destiny point used.
Recovering from sanity could come from various entairning village activity like in Darkest Dungeon, where you would pay and spend some time. Meanwhile, you could loot some alcohol in loot/dungeon or buy them from merchant, and act like sanity potion, but with some accuracy debuff the more you drink to prevent going from 0-100 sanity in one go. Drinking too much could give disease or confusion sickness.
I think this would make it extremely tedious to run a Necromancer though.
This would probably tack on another 400 hours to an already impressive 600-hour game. ;)
I like that idea a LOT Cleve. Would you balance it by making Necromancers more powerful to offset this fact?