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(+1)

Since you're asking for feedback:

1. Which skill did you enjoy the most?

Angling in Stillmere with the net: The flocking behavior was interesting to watch, and there is a bit of skill in throwing the net so as to catch your intended targets.

2. Which one became repetitive first?

Delving in Stonehollow: I just clicked rapidly along the top-most row, and then clicked rapidly along the new top-most row, and so on. It felt repetitive almost immediately. I stopped as soon as I unlocked automation.

3. How did the pacing feel?

It felt pretty good! Emberwood was fast paced. Stonehollow felt a bit repetitive from the beginning. The angling started to feel slow around roe ~300.

4. Did any mechanic feel confusing or unfair?

No! Everything was self-explanatory. I didn't feel like anything was confusing or unfair.

5. Would you keep playing if this were expanded into a much larger game?

No, I don't think so. The tasks were simplistic--and that's about all there was to the game. The upgrades unlocked one after another, so it didn't feel like there was any strategy: you just click until you get bored and wander off. I like games that have a non-linear skill tree--so you're able to pick and choose the upgrades that will help you level up the fastest. It's also great if there's some strategy to the tasks themselves. For example, in a tower defense game, there is a ton of strategy in choosing which tower to place where, and when to upgrade the tower. I feel like the Emberwood forest had the potential for strategy, but, because of the pace, you tend to just click on mature cells when they pop up, and seed bare cells when the grid is getting a little sparse. That's about the extent of it--which is a real shame, because I know you built some interesting rules into Emberwood! If there were more time and an incentive for the player to discover them, it could be very interesting.

thanks a lot for taking your time and writing the detailed feedback!

I‘m glad to hear you liked it! I‘m still pretty early in development and the feedback is really valuable.

My biggest issue is the simplicity and lack of depth as well, I wanted to test out the mechanics for the skills first, before diving in the detail.

Are there specific upgrades or ideas you can already imagine that I could integrate?

My final goal is an extensive crafting/production and skill system that interlocks all systems!

(+1)

Well, if it were my game, I think I would develop the fishing mechanics into a complete fishing game. You'd have a price for different types of fish, which could have different levels of skittishness. The player would start with a fishing rod. They'd have to decide which upgrades to purchase for it. When they're ready, they'd unlock the harpoon, the net, the hand grenades, the rocket launchers, and any other lethal weapons that could be useful against a small school of fish.