
So rather than just healing you, we have this whole song-and-dance about waiting for the right time to use healing items - not on the basis of whether they're worth using, but based on this secondary spanner in the works of an injury system that doesn't add value to the mechanic. The only way to regain health outside this gray area is with golden animas (found either through similar means as regular animas or through finding an additional anima once your anima storage is full, up to a total of three additional animas to make three golden animas) or with 'Pure Heal' items that are rarely found. The aforementioned items can only heal within that gray area, not the black. We can see this on the image above: my current health is represented by the white bar whilst the health I'm missing is represented by the gray and black. This is your injury animas, lifesteal powerups, and other minor health consumables can only heal within the limits of this grayed-out area. Instead, part of the area where you're missing health will be replaced with a grayed-out section. See, when you take damage in Have a Nice Death, it isn't simply demonstrated by your white bar of health going down. However, the scarcity is in addition to another factor: the game's injury system. The hardship in getting health items works pretty well to boost the game's overall difficulty and makes finding big-ticket heals extremely rewarding. Whilst animas and other healing items (which we'll discuss in a moment) are relatively scarce, if the system was as simple as 'use anima, get 15 HP' then I wouldn't be here moaning about it. You can carry three of these glowing things at any one time to use at your convenience with the push of a button, patching you up for 15 HP. They can be found at the end of anima departments, as prizes for completing arena challenges, in the store, and (rarely) as drops from slain foes. You're gonna be taking a lot of damage learning the ropes, so you'll be wanting to pick up some animas these swirling blue orbs are Have A Nice Death's main health pickups. The game's health bar is pretty standard-just a nice bar displaying how much health you have in white, with the exact amount of health displayed by a number to its right. While most of Have a Nice Death is pretty traditional for a roguelike, with each element done to a tip-top standard, Magic Design Studios' injury and anima mechanics makes the art of regaining health plain awkward. However, there's one aspect of the game that is just annoying enough to hold it back from absolute greatness - that being its holistically pedantic healing system. The Scythe's and the Cloack's ground attacks deal +15% damage.Have a Nice Death is a great game with gorgeous visuals and excellent, fast-paced gameplay - it really got me hooked despite my past difficulties with getting into roguelikes.

"Periodic Effect over time" Launches dartsįrenzy fills up by 50% upon consuming Anima The Scythe's charged attack deals +250% Damage The scythe'2 and the cloak's ground attacks deal +25% damage. 3 Stacks max that last 6 secondsĭeal +10 damage. Resets after a while or if you take damage. Can only trigger once per game.ĭeal +1 Damage for each attack. Retailiate gain +5 defense for 10 seconds Retaliate permanently generates +1 max HP The cloak's damage is reduced by 20.ĭeal +35% Bonus damage. Retaliate grants invulnerability for 1 second The scythe & the cloak deal +10% critical Gain life insurance I & the scythe deals +5 damage. Temporarily inflict +15 damage by upon consuming an anima. Gain transfer I & the scythe deals +5 damage Speels temporarily gain +5% damage upon casting. The scythe's and the cloak's aerial attacks deal +35% damage. Increase the duration of bleed charges by 100% Termination gain +3 defense for 5 secondsįrenzy refills automatically when it falls below 25% HP

The Scythe's charged attack deals +50% Damage The gauge fills up after each attack and can be used to trigger Rage when full.

The bonus you also chose sometime comes with a Curse "Warning: This Bonus will also give you a Curse"ĭeals Bonus damage by changing weapons in the middle of a Combo.Įffect triggered for every attack suffered. O'Shah there are Three Tree build Red, Blue, Green.
