
Raid Healing is a single player healer RPG with focus on collecting and improving equipment. Based on MMO healer gameplay, you have to heal the raid you created while fighting waves of enemies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German
Reviews
The concept is nice, but this feels more like a "Technical demo" rather than a game. There's no direction, no tutorial, no idea what to strive for. You just randomly click stuff until you figure out what the heck the dev expects you to do. Maybe with more polish this could be an interesting game. A few pointers if the dev reads this - A basic tutorial - Setup the hotbar with spells, don't make use do it ourselves, give us a "default loadout" so to speak - Setup a default party. Same as above - Some sort of game progression? Granted, I haven't played very long, as far as I can tell so far you can have any party comp you want infinitely, there's no progression beside leveling them. Maybe unlock classes, or limit stuff. Go idea, just needs polished.
Lots of promise! Brings me back to my WoW days carrying or wiping raids.
Fun game. Love the concept but I will say it does lack content when it comes to cap level being reachable very fast.
Tolles Spiel! Erinnert mich direkt an meine WoW WotLK Zeit. Es macht super Viel Spaß und der Entwickler hat in 2 Tagen unzählige Dinge gefixt und hinzugefügt. Weiter so!
Really fun game, looking forward to see the continued development of this. Worth the money!
Good healing simulator with lots of classes and items to choose and manage. It can also be played as an idle game where you just build a raid team including healers and see how far they get.
I randomly found this game by randomly searching "healing" and wow, that is the best 10 bucks I have EVER spent. I've played Holy Paladin a lot in WoW and was able to build out that feel quickly. If you have a theory craft mind for healing this game hits in a lot of ways. I hope more people play this game as its a good time and I will keep playing this even after the 35 tier cause it only gets more fun as the difficulty increases. All 27 hours as of writing this were in a single weekend of just healing and i needed that. Ty to the people that worked on this, this game is goated
내가 파티를 짜서 던전을 도는데 1. 힐링 스킬사용 모드와 2. 사령관이 되어 방치 모드 두가지로 진행할 수 있다. 템파밍하는 맛과 파티를 짠다는 설정 정도는 괜찮은데 직업별 차별이 이펙트적으로 잘 드러나지 않는다는 점과 UI관리가 너무 불편해서 개인적으로 아쉽다. 특히 전투에서 자리 배치의 의미가 앞 뒤 정도 말고는 없고, 너무 단조로운 느낌인 것도 많이 아쉽다. 비쥬얼적인 부분과 게임성 부분 모두 개선이 된다면 재밌을거 같다.
Fun little game about healing a raid, definitely gives off the feeling of old school MMO raid healing. At the start you have a lot of information to process and it's unclear what you should be doing. The game would benefit a lot from a tutorial/intro of some sort.
i want to like this game despite missing considerable elements that make games - games. no progression nor feel of progression. no bosses wtf pitted against teams made up of the same classes you build your own team with this game could have just as easily included waves of monsters with unique loadouts unobtainable by the player honestly theres just enough here that i would have played regardless however there is a serious oversight in the loot filters which leaves me having to mouseover nearly all the loot individually and thats pretty much a deal breaker for me and undermines the entire point of having a loot filter. in this game each item can be totally transfigured and rebuilt into a desired result, each enchant can be rerolled each set bonus or base stat can be transferred provided you can acquire a source. however each target items requires a base and that base is defined by a very minor minmax stat, now in most circumstances players can probably ignore this stat get their few dollars worth of gameplay out of it and move the hell on. but as a response to 'game progression' in the devs very own words 'see how high you can get' suddenly your base item (x4) gains incredible value. inventory management is fine, its kind of what i signed up for but offering the player tools to get several jobs done then ignore those tools when it actually really counts is pretty well unforgivable. so in fact i wont get my moneys worth, and while i did spend several hours mouseing over individual loots for my greater build i got just flat sick of it. it makes zero sense and i dont have the patience to continue in that manner. i also cannot find a way to break individual loots into regents, a minor point and can be worked around but i really dont see any reason not to include one either so i get that for a single dev theres a great deal of work here and because of that it also lacks greater world view. its very difficult for a single individual to grasp the nuances of -both- the micro and macro in this regard i feel the dev would have been better served to have another mind in the think-tank that produces a game. the game has elements that are actually really good but it falls far short of a complete game and does not even aspire to. games like this, saga idle, idle raiders2 many others all hit upon a game state that could be a real winner (swords and potions 2 for eg) but in all cases the scope is well under defined. kinda disappointing that devs keep hitting on the fringes of a really great game and cant quite get there. theres no 'whole' game here and even if you are willing to overlook that you are still going to run into the same issues i did, i guess if you have a lot of patience or love for this game you might get some playtime out of it but there really is no goal
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