First off, this game scratches a particular itch for me, and I'm obsessed. I've played for about a week now after seeing it on Nookrium's youtube channel, and I've sunk at least 30 hours into this one playthrough, now on year 6.
In that time, I've definitely learned of some areas for QoL improvements. The main one right now: Saved gambit orders by class. The defaults (or almost defaults) are great for the typical delve, but I find myself with a completely different order of operations for the tournaments.
Secondarily, a two-parter: A better description of what "Recover" does in the training yard. Is it just HP? HP + Fatigue? Does it help Stress at all? And secondly, an indicator of those levels from the training menu so I don't have to bounce back and forth from roster>training or open each character sheet to see the levels of who needs to recover
The main incongruity I saw was when another guild bought my top performer off of me, it didn't actually go to them- they just full on disappeared. That made me sad, because I really wanted the opportunity for them to oppose my squad in a tournament down the line- and how cool would it be for that to be called out in the feed somewhere!
Also, I have a healer that says "On the cusp of club-legend status" but I have no idea what metric it's using. They are also already a hall legend with 5 years served, along with other heroes, but they aren't listed as on the cusp. Not sure if it's a bug, or just hidden information somewhere.
Lastly, after the first year the game has felt very easy. I started rags-to-riches (No patron, Answer to no one), and every year it's not a question that I'm going to top the league. I have 1600 renown and my current goal is "reach 229 renown" which feels weird. considering I started the year with 1200 more than that. In my opinion, gold balance is good. I can't go 20 days without an optional delve or my treasury nose dives. Delves could maybe use some love. I'm always 95% to clear them at Deadly even with my B-team, and often with C-team, and on occasion with only 3 delvers. Bosses feel easier than the hall fights because they frequently just try to chase down my healer who gives them the run around while the rest batter it with hammers. Maybe more interesting foes? Maybe some rare teleporting bosses? "Jumping" enemies that sometimes go over ("through") your front line? Big scary bosses like a dragon with breath cone, or a wizard with a lightning line? Status effects like poison or slow? Just some options :)
I have a hundred more ideas, but I'll leave it here for now. I love what you're doing with the game, and can't wait to see what else comes out of it!
