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yellow anima is true healing and heals any missing health of the total health bar.
eventually once you've unlocked more weapons you'll get healing weapons if you want them, one of them actually isn't bad, but only if you manage to attain a moderate health pool, it will full heal you no matter what, the catch is it lowers your overall health by 5 each time. its a spicy little mechanic but oddly it worked for to get past Maxx my 2nd time and then I immediately beat the game because well after 4th level you just go right into the last boss, beat them, get rejected from victory and celebration, because "reasons"
so there is "some" healing it just comes with a price. unfortunately that price is RNG to hopefully looting everything you like for your loadout to reach the end.
also even though you can only loot the refrigerator once if you are low health, no anima and its a pure heal in there, just take it. odds are it'll save you from having to use the first anima you loot up.
also the more you die, i think it ups the drop rate, one run you might get not that many anima, another one you might be getting anima left and right.
That pretty much describes my problem. The entire healing situation is too RNG. Roguelikes/lites are my favorite genre so the random is welcome... but not with healing. Making a run work with random items can be very fun. Ensuring said run exists with because the healing is random... not so much.
Skipping the fridge doesn't mean there will be anything at later levels. I've tried both looking at the item and not taking it after the first level and just not opening the fridge at all and having it empty at the next level.
Make the fridge always contain a full true heal and a buff that last for a long time, maybe the entire next area until the next fridge. But you can only choose one.
And have it reset, not one use per game.
Most of my deaths have been shortly into a new area since the old area reduced my max hp by 50 or 60 percent. And the fridge item is usually useless, last time I was below half max hp and it only offered an injury heal, which I didn't need I needed true healing.
Suggestion : Correlate the quantity of health drop to the low hp situation of the player -> A good player will get reward that will help him more than heal left behind, a player who takes more hit will have higher chance of seeing more content.
Personnaly, that's a blocking point for me.
The difference it does is "pure heal" instead of "heal"