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Excellent game so far!

  • Top notch aesthetics (graphics style, level design, HUD)
  • Nice progression
  • Many interesting original mechanics / upgrades

Notes:

  • Processing skill description claims it improves efficiency but not in any way I noticed except speed (which is mentioned separately), conversion rate and quantity stays fixed (10:1 or 1:10) as levels increase
  • At the processors, you can do a "big insert" which doesn't seem to do much
  • Processing is probably the weakest mechanic currently (mashing / holding a button and doing nothing else)
  • Hidden-floating-point item quantities were sometimes confusing - if a vendor requested 260 sand, sometimes making exactly 260 sand was not sufficient
  • At some point I managed to turn on the light a bit without clearing shiny objects, but couldn't reproduce this again
  • Haven't found the second "fog" card or even what it is about, not sure I ever encountered it at all
  • Haven't found a use for clapping but appreciate the feature either way
  • The first time I lost all HP I thought the light part of the right side of the health bar was a crack (to indicate max HP was reduced, like is Hollow Knight etc.) but it's actually a spinning gear in the background
(+1)

Thank you very much for al the detailed feedback!

  • You're right, I was supposed to make processing give more items as you leveled it up but I can see from the code I forgot to add it in.
  • "big [adjective]" is a sorta catchall right now for charged hits, idea was that various charged variants of each interaction have a sorta larger/stronger effect, but I still havent added many of them in yet.
  • Processing is overall a bit weak right now, I didn't have much time to polish it, but I definitely want to make it feel more interesting/fun, or at least not tedious, for the next update.
  • Another player pointed out the float rounding issue as well, I'll definitely fix that as well.
  • Good catch on the fog and rare resources! Haven't seen anyone manage that before, I'll need to look into how to reproduce that.
  • The second fog card works, but it might be a bit unclear. Two of the entities you can encounter in the fog look very similar on the surface. I'll look into adding some sort of card hints/tips ingame or seeing if I can make the entities a bit more distinct.
  • Clapping right now has two uses: 1. for a puzzle in the terrarium (it's probably not much of a spoiler) 2. getting attention of things you don't want the attention of... I mostly added it in for the 1st but realized potential for a lot of other things as well I've yet to add in, not to mention people seem to like it!
  • I'll have a look if I can improve that a bit, I think stuff like health bars should not be visually noisy/confusing after all.