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(+3)

Hey, cool game!  I like the story flow very much. Also the wilderness system feels great somehow. 

The start of the game felt a bit aimless, i was wondering if something will happen besides bars moving. It is a bit of repetition work, but it gets better in the paragon cities.

The only thing that annoys me till now is the visibility of some boxes and the continues scrolling. Also i sometimes don't know which box is relevant for my progress and which is just flair. 

I bit my way through, but this is maybe a point, where you could lose some people, if you plan to sell this later or something.

One idea: can you make the chronicle and life tab collapseable and your middle content dynamically expanded if you collapse? I think this would greatly improve the visibility for the stuff you want to focus as player and also reduces the scrolling.

Best Regards! 

(+2)

Thanks for the detailed feedback. The early game being a bit too aimless is something I’ve been keeping an eye on. It is intentionally much simpler than the later sections, but there is a difference between “simple” and “I’m not sure what I’m supposed to care about yet,” and that distinction matters.

The scrolling and visibility issues are also fair. As more systems have been added, some of the UI that was perfectly fine when the game was smaller has started showing its age. Making Chronicle and Life collapsible, with the main content expanding to use the space, is actually a very sensible idea and fits with some of the QoL work I already want to do.

I’m currently hard focused on getting the end of Act 1 and the beginning of Act 2 finished so players don’t hit the end of the current content and get stranded there, but once that is out I’m going back to a more normal development pace and UI/early-game cleanup is very much on the list.

And just to restate it here as well: the game will never cost anything. I’m building it because I enjoy making it and because people seem to enjoy playing it.

Thanks again for sticking with it long enough to get into the later systems, and for taking the time to explain where the friction was instead of just saying “UI bad.”