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Just a suggestion, but maybe have a shop keeper fox so you can sell gear in batches.

Trying to grind up the leather crafting skill gets kinda tedious when you have to right click on every cloak as you sell them

Thank you for the feedback and for playing the game!

The next version of the demo is going to have a checkbox that lets you autosell crafted items, but a shopkeeper fox does sound like a great idea, I'll think about somehow implementing that.

(+1)

Its nice. The 20th levels are where the grind kinda starts. Needs a bit more stuff and more quality of life features like more information about resources and estimated times and results. Open quest dialogues don't update the amounts, having to switch the tab or reopen the dialogue, but nothing gamebreaking

Add more pizzazz and non AI H-scenes for romance and you have yourself a solid $5'000 game. Low key in love with Nayo though same thing with info clarity, not sure how much she affects combat and the active skill triggers kinda mostly miss, ending up shooting out blunt.

Hope to see more stuff! 9/10 needs a bit more love and spice and time in the oven.

Main quest dificulty kinda skyrocketed at 15 cave skellies. Meadow familiarity isn't a hard grind, but it completely stalls the progress towards potions that are making life only marginally better. At 22 foraging and 55 meadow lvl i'm forced to collect dandelions 1 xp at a time , about 15 mins a level, just to start collecting ginger to make the future grind may be 8% less unbearable. Tripple  yield should affect meadow familiarity too in my opinion.

Fishing bugcatching relation is a good idea, but you should get more bugs per operation. I got all my fish by idling shore crates  to max out Nayo and i probably aint touching fishing cuz thats just a pure timesink.

The "strong against" modifiers seems like a good idea... but all i get is against against giants, againts mythicals, against shadows, against dragons... i haven't seen them in the roster? Or is it a translation error?

The max level 30 cap is a bit weird too, you'd assume working towards all the xp pets and skills and stuff would pave a way for getting more and more mastery.

Upgrades are RL money type expensive. Like, by the time you have 15k to spend on a 2% efficiency increase you probably maxed out all the skills at this moment.

Hunting and tailoring are underused.  Maybe make me make leather armor for all the girls for another passive? Nayo is the only one who has a remotely cross-skill skill of them all giving some stuff from some other stuff.

Right now the best strat would be leave your pc idling dandelions for a night before anything else because really the alchemy only starts properly once you have access to ginger. Then maybe idle scouting. Then maybe hunting because those skills don't give you anything consistent that you would want to micromanage.

(+2)

Thank you very much for the great feedback!

Regarding the XP balance, I'm still working on it. The early demo had a bit too slow EXP gain because I've focused too much on making the game balance "perfect" while not making the game fun enough. The new demo (that should be available on Itch in a few days) has faster experience gain, much more information regarding stats, different XP curves, different familiarity XP curve and other stuff like this that makes the game much more fun to play. Though the new demo doesn't have any 30+ content yet. 

Regarding the fishing/bugcatching - I'm still working on balancing that. And scouting is supposed to give you everything from other skills in small amounts, it's created for players that mainly want to do combat - it lets them obtain stuff from other skills without levelling them (just in small amount)

Regarding the "strong against" modifiers, there are monsters of this type later in the game (not available in the current demo), so for some items it's basically supposed to be a bad roll.

About the level cap, the demo is currently capped at level 30 because I don't have the further content ready. Future  demo will probably have a bit higher level cap. 

Hunting and tailoring are also going to have few more uses in upgrading, and the game is also going to have different outfits that you can buy in the upgrades section for leather / metal bars and gold. But that function is still not ready yet.

Thank you again and I'm glad you had fun playing the game! 

(1 edit)

Been playing the steam version.

Biggest issue i noticed is tripple yield on crafting. I worked for artisanry a lot to get to 11% but watching the game for 15 minutes i didn't get a single tripple yield. Check the code if its implemented.

Oh nevermind it just does not give the notification amount right, but now i started noticing that both material save and tripple yield give enough, just that the numbers were so big that it kinda slipped.

Balance is still weird. Worst part for me is production, you can't idle it but it takes a silly amount of time. I think all crafting, aside from armor maybe, should be faster and bigger batches. Biggest offender is cooking. You need yo spend x amount catching bugs to spend x amount catching fish, to spend y amount to fillet the fish to then x amount to cook the fillet only to then x amount again to make ginger fillets that will last you 2 minutes of 12%xp. By the time you make a substantial amount of fillets you're max level at all the skills basically.

Same issue with charms. I was way into 30lvl by the time i got the related charms from cashes, so the mining and woodcutting charm only gives depletion rate which isn't exactly an issue if you do the tasks.

The meadow familiarity xp is better now, achieavble in one day. You basically get to level 8 in a few minutes on all skills now but that won't be an issue if the maxlevel is raised.

Task are stopping me from mostly ignoring combat till i get gold armor, but you can do the fox tasks with copper armor and continue to gold.


Waiting for more contents!