As I said in an earlier post, one of the things I wanted for Grrbls was every possible status effect possible and then a whole bunch of new ones. And since I'm adding a jillion status effects, it also makes
It might seem like a simple answer at first glance. You might assume it's like a slot machine and it's exciting when luck turns to your favour. But I think there's a lot more to exactly what makes loot drop
The loot system in Grrbls is constantly under flux. And for good reason, it's at the heart of the entire experience. I want the player to always have that rush of excitement of finding better loot but it also has
The core desire I had for Grrbls was an endless-looter. Take the best of Diablo and Borderlands and cram it into a card themed game. I've been trying to hone in on exactly what makes loot focused games so fun.