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.”