Ok so a bit of playing i noticed things
1) Enemies do too little damage (with the new health drop system), level 7 bat vs level 8 char = 100 hp damage (i have 15k HP) | usually i'd not mention this, but this allows for farming of bats for HP and MANA pickups.. enemies should do some damage.. maybe 50% of what they can drop in HP or MANA in "best case". Maybe even 75% (that is, damage in relation to their HP drop) that way only rarely can a hit of an enemy be fully counter balanced by a health drop.
2) the HP and Mana pick ups seem to work fine and are fun except the mana pick ups seem to be too strong. They need to be about a 5th of the HP pickups in strength. Though maybe more.
3) The drop chance of health orbs needs to change, currently it seems each "amount" has the same chance, but it needs increasingly worse odds
1 orb = 75%
All next orbs up to 5 = 50%
All orbs beyond 5 up to 10 = 25% (per orb)
That means Chance to drop
1. Orb = 75%
2. Orb = 50%
3. Orb = 50%
4. Orb = 50%
5. Orb = 50%
6. Orb = 25%
7. Orb = 25%
8. Orb = 25%
9. Orb = 25%
10. Orb = 25%
Either that way, or some kind of linear decrease in chance (in 5% steps or whatever) in any case, big drops should be very rare, smaller ones not so much, in all cases 1 to 5 drops should never outbalance the damage an enemy can deal on a hit.
Also the level difference should be taken into account, higher level enemies than the character should be rewarded by very slightly increased chances (flat +5% chance per orb) up to ORB 1 hitting 100% | And for lower level enemies there should be a negative chance for orbs, but much stronger increase the more enemies are below the player level (to prevent cheap farming of HP and MANA in levels with level 1 enemies..)