Dunjungle
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Really enjoying the game so far, especially how fleshed out it is despite early access!

A couple points as I've played through a decent bit:
- Most relics seem to heavily favor melee (i.e. burn on melee, stun on melee, etc. - maybe make this a global modifier for any type of damage, not just melee?), which makes the Ranger, Mage, and Summoner feel kinda bad.

- It'd be great to see an expanded pool of relics that can lead to interesting synergies in the future, i.e. Slow when ignited, heal when you burn enemies, automatically activate a skill a % of the time, successive hits increase your crit chance, etc.

- Echoing many other folks, Extra Hard having zero i-frames when taking damage makes it much less fun. It makes certain relics almost a hard requirement to have a good time. The heavily reduced health recovery also makes some classes feel terrible, like Panda.

- Not sure if this is intentional, but one very frustrating thing about bosses is that they continue the entire attack animation for whatever they're doing even after reaching zero health. This feels bad in later difficulties especially, since boss attack animations are so long, and leads to death after otherwise beating the boss occasionally.

- Additional ranged primary weapon types would be fun, like bows, a magic staff, etc. but this might go against the idea of the primary always being melee.

- Weapons with interesting passives are fun, like the Poison Fang. Hope to see more things like this, maybe different innate elements or other effects.
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Grumo  [developer] Feb 21 @ 12:04pm 
Hey, thank you so much for your feedback!

Regarding relics, I plan to add more so I hope you'll like what you see in the 1.0

You're right about many players not liking the zero i-frames. I'm giving it some deep thoughts.

About bosses continuing the attack... Gotta say that's a weird one. My intention is that all the bosses die immediately at 0 health, and any attacks happening get cancelled. Do you remember an specific boss when this happened?
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