Balance Updated

Dungeon door · published

Balance
- Reworked XP curve with a soft cap — leveling no longer stalls mid-game (Lv20: ~29k cumulative XP, was ~280k)
- New damage formula: 18% minimum armor penetration + damage variance — no more one-shot early floors or "1-damage walls" deep down
- Potions now heal 25%/50% of max HP when higher than the flat amount
- Enemy defense scaling softened; gold drops now correctly scale with floor depth (bug fix)
- Shop prices follow a smooth curve that rises slower than gold income

Game Feel & Animation
- Enemies slide between tiles instead of teleporting
- Attack telegraphs: enemies wind up with a "!" marker — step away to dodge
- Boss attacks (Charge/Whirlwind/Death Nova) channel 750 ms with pulsing red danger zones; Charge can be sidestepped
- Hit-stop, white damage flash, knockback, and stagger on every hit
- Enemies collapse and fade on death with color-matched debris
- Red damage vignette + shake scaled to damage taken; crit numbers pop in yellow

Localization
- All enemy/boss combat messages fully localized (KO/EN)