Game just sounds badly designed if you need to heal by derping with one weak enemy and pass time by saccing characters. How did they fuck this up?
It's Early Access. There's still a lot of mechanical tweaking that needs to be done.
Right now, the game too strongly promotes strategies that feel cheesy, such as:
- Suicide runs with new characters to loot, run, and then kick them out of your party (if they're alive).
- Prolonging combat for the sake of healing, because there is no out-of-combat heals.
- Prolonging combat for the sake of sanity restoration, because there is no out-of-combat restoration (made worse by the giant disparity of resto skills between classes).
And even if it isn't cheesy, it isn't fun. Poor restoration mechanics were what ruined any tension that P3/P4 dungeons would have had due to their time constraint mechanics.
The resource mechanic needs to be revised as well. You can waste your limited supply of specific resources before you get access to the buildings that use them, which is long before you can readily do the dungeons that give said supplies. Caravan competing with Guild/Blacksmith is brutal, and promotes suicide-run-recycling, which is lame.
STILL, the game is absolutely worth supporting at $20. The creators have clearly played a shitload of RPGs, and it is great to see such an interesting take on the genre. But, like all rogue-likes, the balance and replayability tuning will determine its real success.