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Wender

Grind items/skills. Explore strange planes. · By wizorge

Feedback & Suggestions Sticky

A topic by wizorge created 8 days ago Views: 426 Replies: 56
Viewing posts 1 to 20
Developer(+1)

Something felt confusing or frustrating?
Got an idea you think would fit the game?
Think something is great and you wanna see more of it?
Think something sucks and you wanna see less of it?

Please let me know here, and I'll take it into account for future updates!

(2 edits) (+2)

bro this game lowk sick i played for like 2 hours and i really like the exploration and humor like why is walking called legging lol. but i do think that the progression is a little too grindy. maybe its just me cause i prefer the exploration but i also like progression, but i stopped playing once i got to the third floor and saw it was 1000 for the next lighthouse upgrade and i was like bro ts too much.

i think it would be nice to have an option to hold to mine stuff as well. something cool is that you can cut trees to a certain height and make a staircase basically. you could use that for a puzzle or something but you’d have to have a way to reset it if you cut too much of the tree.

i thought it was cool how you could fight npcs like a souls game, however i fought the apple guy and for a minute i thought i was locked out of his upgrades. i did check back and it was unlocked which was nice, but maybe like give a slight hint with the apple like you did with the guy at the forge. cause he says like you should cool off for a bit, but i think the apple guy should say something like “you should leave for a while pal” just for clarity

i like how everything is pretty vague and there isn’t like a big tutorial or anything it makes the games aesthetic cooler. i cant wait for future updates though cause i really liked this, in the future i wanna make a 3d exploration game like this. another thing is that the first floor is kind of empty, i only found two items of interest (the tree with apples and the chest with a bunch of trees (why were there so many trees lol)). also i found a pretty big glitch, ill put it in the bugs and problems section.

Developer (1 edit)

Really glad to hear you're liking Wender so far!

Regarding grinding, it is meant to be kinda moderately grindy, but I was trying to figure out ways to make it less grindy for players who would wanna progress faster. Did you try turning the furnace off? Once you've spent some time in the fog you'll start seeing rare variants of resources that give extra items and xp. There are things in the fog, but if you're horror averse you can disable spooky things in the settings as well!

What do you mean by "hold to mine stuff"? There is an upgrade that enables holding instead of having to click manually, but you do have to unlock it by leveling chopping.

I also have some puzzle/exploring ideas in mind for the future with the tree staircases!

Also good idea on the better clarity for Bob, I'll figure out a better line.

I'm also glad to hear the sorta vagueness is coming through in a positive way! I've spent a lot of time to try to make the mechanics clear, but leave the world mysterious. Some areas are a bit simple and sparse right now, still a lot of explorable content coming in the future, so I hope you'll check back now and then!

Also look out for a hotfix for the bug you found today, in case you're still stuck on the upper floor!

(+1)

ah ok i didn’t see the upgrade to hold instead of clicking yet, that’s good to know. i also didn’t think about turning off the furnace, i didn’t know you could do that until i saw what other people said about the game. thanks for keeping in the staircase glitch too lol

Developer(+1)

I think I'll look into adding some better hints about the fog mechanics to try to make that more clear maybe, it's hard to find a line between mysterious and understandable!

(+1)

I just finished playing, and overall it's a very enjoyable time. the exploration is fun and the night time gimmick is creepy & interesting, but the grinding sure takes a long time, sometimes too long of a time. What makes it extra long is that I don't know what the upgrade does prior to getting it, so there are a ton of good upgrades that I skipped because I didn't think they're all that good for the price. I would love it if the shopkeepers tells you what the upgrade actually does, bonus points if they give detailed information like "+50% Breaking Efficiency" or something like that.

Second thing, I think it would be great if you implement some automation & batch processing. while you are grinding resources on one level, the bot is gathering resources at another level. It doesn't have to be bot heavy, just 3 bot (1 type for each resources) for each level would help a lot since it reduces the need to backtrack multiple times. you could also add this to the processing part that will automatically process resources like microplastic or sand and such, that way you can grind while waiting for your stuff to be process. alternatively, if you don't want a bot for that, you could have batch upgrade that lets you process a large batch at the same time instead of needing to process like 1000 microplastic at a rate of 10 every 3-4 seconds (it takes 2 hit minimum and sometimes it doesn't activate even when hit because the ball hasn't settle yet)

I like all the levels, though a minor problem I have is that the 3rd floor becomes quite annoying to traverse once you gather the resources near the lighthouse. I just end up using the unstuck button to quickly get back to the lighthouse because of how far everything became. I would like it if the size gets reduced a bit or if you could add some kind of reset button that would respawn the resources back.

Also, speaking of respawning resources back, I can't complete the card collection. excluding the fog, I'm missing 1 card from the forest which I guess is either the apple or the apple tree, but I couldn't look at the apple and the tree I've accidentally cut down before I could look at it and it won't respawn, so I'm stuck there.

These are the things that I personally find annoying in the game while playing through it, other than that it's a super fun game and something I would love to play again once it's fully released.

A TL;DR: Add automation, reduce 3rd area size, add resource respawn mechanism. please and thank you <3

Developer(+1)

I'll look into adding some sorta effect descriptions for upgrades to both traders and the ingame menu, you're right it is a bit confusing right now, I guess I just didn't realize how confusing!

There is also a farming skill planned for the future (along with making it so resources don't respawn anymore), and idle upgrades to various mechanics like item processing. The incremental part of the game is a bit weak right now since I'm still figuring out core mechanics, but you can definitely expect to see that part get better in the future!

The factories plane is sparse by design for an upcoming mechanic, but I can imagine walking through a whole lot of nothing for a long period is probably not fun, I'll make a note on that and see if I can make it a bit more resource-dense or think of something else to improve on that.

Good catch on the apple tree, I can't believe I didn't think of that! I might have to rethink that card, but for the time being, you can restart/reload the game and the tree should respawn at the same place it was at before so you can still collect the card.

Thanks a lot for the feedback!

In that case, I'll patiently wait for the update to release new features and content. also, I tried reloading the page and opening the game again to see if the apple tree respawned, and it did! But... for some reason when I try to examine it, it gave back the examination of the regular tree instead of a new one. I assume the apple tree should be the lone tree in the middle of the apple encirclement because that's what I was trying to examine. if it's not then maybe I'm just not looking close enough for it XD

Developer(+1)

Yea you'll have to walk up right to the apple tree to examine it, some things are examinable only if you're close, others from a distance, reason being I wanted good card pictures to come out, but I think it's probably a bit confusing when it comes to actually examining things.

I'll see if I can make the examining system a bit more clear on how it works, I have a couple ideas!

(+1)

I got close enough that the bark takes up most of my screen but I didn't try looking up... maybe that's why. I think for now my card collection will stay incomplete until next update (or until I feel like trying it again XD)

Anyways, good luck with the game development! :D

Developer

Thanks!

Developer(+1)

Not sure if you're still planning to play or not, but figured I'd let you know that there was indeed a bug with the apple tree, and the fixed version is out now. Sorry for the confusion!

Hm... in that case I'll just quickly hop in, complete the collection, then be on hiatus for the next update (whatever that update may be) I'm too lazy to finish the sciency backpack upgrade since I've already bought every other upgrades there are

Having checked my current save and also starting a new save... it's just a normal tree at all times, even before being broken the first time.

Developer

You're right, looks like a change that I made right after releasing the update had a side-effect that also broke that. I'll release a hotfix for that today. Thanks for letting me know!

Developer

Just letting you know that the hotfix that addresses this is out now!

(1 edit) (+1)

I don't mind a good grind.

I think the enjoyment of the incremental is the feeling of past experience leading to allowing you to do more intensive activities which once seemed impossible.

I'm sure I remember a creepy-pasta based on SCP-934.. (might have been erased from the collection owing to how 'story-like' it was at the time) This game in the early stages reminds me of that situation. As such, I played this game working from a bunch of narrative expectations. Namely, how I chopped a LOT of wood early on in case the game gives you a trollish 'oopsy -- the evil entities are at the door and you're out of emergency firewood' experience. So I gathered enough logs that automatically piled together to half the height of the lighthouse itself. In the process, the game continued to stutter as the physics of the emergency pile levitated into the air (as it bumped against the trees). I cannot file this under 'bug' because no dev can anticipate every stupid action of the player.

Suffice to say though that I felt the lag affect me even when I was in the Terrarium world. My stupid choice led to an outcome I could not control; with there being no other way of anticipating the repercussions.

A suggestion:

Have some NPC agent available at each furnace who will 'keep the flame' (once the minimum resource pool requirements has been met) so the player doesn't need to feel fearful of a furnace going out unattended. That way if you ARE going to add complications to the story, you can drip-feed clues to them that a furnace worker might end up tricked by bob at a key time. Letting the player know to check the situation. 

What we have at the moment is a furnace that says 'ON'. once the limit is met. What happens before we reach that limit? It keeps counting down. The player is incentivized to manage a game world where the danger closes in on them but there is no wood available to feed the flames. The solution to the puzzle in that case is to hand-chop trees as close to the darkness as possible so all wood closest to the lighthouse remains available.

It's hard to know under what circumstance that 'ON' might toggle back to a number again. That persistent fear leads to over-harvesting by a cautious player.


... ok, I hope you understand what I'm getting at.

Despite the 'simple' geometry, I can see a fair amount of attention to detail is part of this development.

Developer(+1)

Wow haven't read SCP-934 before, but that's actually pretty close to what I was going for!

To be fair, the item stacking is kind of an issue, I added item merging to alleviate it, but the proper solution I wanted to implement does take a bit of work. I'll try to figure that out by the next update.

I also made a note about the early gameplay clarity, it's difficult to anticipate what kinda expectation players come in with, but I know I could probably do a better job setting it up as well to minmize misunderstandings. Like for example the fuel counter thing, cause there really isn't any clear way a player would know it's not gonna keep counting down anymore.

Thank you for taking the time to write up some feedback!

(+1)

RE:SCP-934

From memory, it was a lighthouse in a forest where dark entities encroached from outside... just like your game.

However in the story, where the main character clears a path through -- we find out that the true evil wasn't the darkness but the lighthouse itself fueling the violence.

That's what I think I remember. But as you might know, there were purges from the SCP archive when quality standards were raised.

(1 edit) (+1)

Love the game. I recall playing it back when it was "Out of Light" many many months ago (felt like it was years ago by now.) Completed my collection of cards, crafted my shop upgrades and tool upgrades, filling up my inventory of each item, and leveling my skills... now if only I could feed my exorbitant supply of items to the lighthouse somehow.

Developer

Really glad to hear you're enjoying it so far!

I'm not sure what I'll be working on next, but I'll definitely think of more things to spend resources on. Afraid the next update won't be coming faster than a few months either, but I hope it'll be worth the wait!

(+1)

Ye, definitely take as long as it takes. I was more just trying to think of ways to keep getting item crits when my inventory is full. xD

(+1)

Does this game run well on low end devices? because i want to play this on my piece of ewaste lol

Developer

It should be playable at least, I got 40-60fps on an old HP work laptop with i think Intel Iris integrated graphics with 100% render scale and Low shadows.

I do recommend the downloadable version in that case cause the web version overhead won't help performance.

You might also have to lower render scale (which makes the game a bit more pixelated but legible and playable), and also disable shadows (altho I do recommend trying to keep shadows at least "Low" if possible cause it does add a lot to visuals).

If you do end up trying it and run into bad performance issues, let me know! I might be able to figure out some more graphics settings that might help it run on more lower-end systems.

(+1)

alright, thanks! i was going to download it either way as browser games don't usually run well on it. Will update on performance issues.

(1 edit)

update: yeah it didn't even  get past 10 fps and the laptop was plugged in too...like the game looks amazing from the 2 seconds of gameplay i saw but it's just straight up unplayable on this. Also, considering yours had intel iris, which is substantially better than my igpu i kind of expected this.

Developer

Can I ask what integrated GPU you have?

No promises I can make it playable, but I'll see if I can come up with something like a harvestable resource render distance and test it out somewhere, since I'm guessing thats the biggest problem. 

(1 edit) (+1)

Intel R Hd Graphics.

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
Developer(+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.
(+2)

do not change a thing

(+1)

another view if you thought it was just close up

Developer

Wow! I thought one of my playtesters made a huge wood stack, but a few days ago I saw someone make one the size of the lighthouse and now this!

I might look into some item pickup bonuses for making huge merged items or something, I respect your hustle!

hi, i finished all the game (including buy all the items, find all the card, also all the leggendary one), i want to ask you how can i save a local copy of my game save? Unfortunately i played here on browser, and with out account. For the recommendation, i suggest you to introduce more mechanics, besides just making new flors, because after a few floor, it feel ripetitive.  I think that is a good idea to introduce the mechanic that you can produce the decomposed material starting from looting, even with the big action's one (big chopping, big smaking, etc...) because using the smith's machinery feel boring. I hope you'll introduce a lots more mechanics and add all the zone closed from now in the v 0.8. In conclusion i say that is a good game, good job.

Developer

Thanks for the feedback!

I do have quite a lot of ideas to make each plane feel unique and introduce new mechanics, but not sure where I'll get around to all of that. Processing is an example of a new mechanic the game introduces as you progress, but I do get its pretty unpolished and tedious right now, I'll definitely keep working on adding more optional variety and also polishing the existing stuff.

Also, took a bit of work cause Godot stores saves in web exports kinda differently, but I just uploaded a new version that should let you move your save from web to desktop version.

1. open web version -> open pause menu -> click "Settings" -> click "Export ZIP" under the save you want to move over
2. open desktop version -> open pause menu -> click "Settings" -> click "Open Save Folder"
3. extract the zip contents into  the folder that just opened
4. re-open pause menu to update the save list
5. click "Load" on the save you just added

what r all the cards for world

Developer

All of the cards in "world" set are sorta common looking things, that can be found either outside, inside or "inside" of the lighthouse.

You should find most of them pretty easily, the last one you have to find by exploring around, or by getting a drill or scissors.

If you still can't find all of them, let me know! I'm planning to add some sorta hints or a card-locator upgrade or something in in the future to make it a bit easier.

I cant find the last card in forest

Developer

If you mean last by the order they cards appear in the pause menu, then you should look around the forest a bit more. There are 3 unique structures that appear in a random location in the forest.

If you meant something else, let me know and I'll give you a hint!

I found the treehouse and bunker

Developer

Look for a tree with lots of red under it, in the forest.

There was a bug before that made the card unobtainable, but if you're playing on this version or newer, then you should be able to get the card now.

rly fun game btw could spend hours absorbed on this

Developer

Thanks!

I wanted to make a game I could myself play for hours and hours, so it makes me really glad to see other people also having fun!

how do I use climbing gloves

Developer

Once you've acquired it, you should be able to walk into any tree in the forest and hold Space to climb up it, and hold Left Ctrl to climb down.

what sthe second card for terarium

Developer

Were you able to find the card?

Terrarium cards 2, 3 and 4 are harvestable resources.
Cards 5, 6, and 7 are unique structures that spawn randomly somewhere in the terrarium.

Game is pretty fun and I found it nice to just brainlessly grinding and exploring but.. I cant find the resource uncommon cube I don't know whether you have to use the compactor or expander or even find it. I've unlocked the fourth floor but deliberately held back to try to find, without success. It's very confusing (to me at least). 

Developer(+1)

Some resources you can find only when the furnace has been turned off for some minutes.

There's also a setting in pause menu -> "Gameplay" -> "Toggle Spooky Stuff" or something like that, if you want to harvest in peace with the furnace turned off.

I do get it though, it is a bit confusing how it works right now, I'll try to make more clear for the next update.

I super enjoyed this. I didn't expect to play the whole thing but I did over the course of a couple days. I have some nit-picky things to mention and then a bigger thing I noticed. Starting with the small stuff:

  • The pickup you get from the puzzle in the terrarium is kinda annoying, and I imagine I would have wanted it disabled if I had gotten it early on in my play through.

  • It's confusing trying to go down back to a previous level since I could never really figure out which way the lever had to be flipped to let me descend the stairs. They would be blocked off and I could never figure out what position to flip it.

  • I was able to get into the storage area using the bamboo set of tools, which the game made it seem I wasn't supposed to be able to do because I kept getting the dialogue box that mentioned using a different or better tool.

  • When you ascend the stairs after just unlocking a new level, the window on that new level will show the old level outside. This might be intention but it didn't feel like it.

  • You can climb the buildings in the city and jump down into the top of the lighthouse. Not that there's much there since the game is still in development, but I figured this sort of spoils any mystery or surprise about "what is up there"


I think the biggest hiccup is that the exploration aspect of things don't tie in super well just yet; it doesn't feel like there's enough incentive or weight to explore. I felt significantly more compelled to collect resources and upgrade tools than to look around, which is a bummer because there's a lot of cool stuff to find. During my play-through the first "oddity" I had found was the treehouse, but it felt half baked and not rewarding beyond being interesting and cool to find. Since that was my first impression with exploring the world, when I got to the larger levels, I stuck pretty close to the lighthouse because I felt like there wasn't much of anything to be found beyond getting a card. In fact, I only discovered many of the stuff after finishing and going back to look around after reading comments in here. I imagine it's hard to strike a balance between keeping things mysterious (which you've done a really good job of btw, makes the game feel really cool), and keeping things comprehensive; I understand why this is the way it is. Some ideas regarding encouraging exploration that I don't think would sacrifice any of the mystery (and might even help it):
  • Adding rewards/upgrades that effect the resource collecting mechanics to the "oddities" and weird areas in levels would have encouraged me to look around and explore more, particularly in the early game. If I had found something in the tree house that made my axe swing just a tiny bit faster or something like that, I would have explored more as I collected resources in hopes to find more things that help me. 
  • Fleshing some of the areas out a little more in a way that is story telling would also have been more engaging. The ruins in the terrarium are a good example of what i'm talking about. It ties into the story by depicting the damage of the floods which you hear about from the smither. I was hoping to find more stuff like that to help paint some more understanding of the world.
  • Adding little hints/references to other areas would be a pretty low stakes way to also make things more cohesive. For example, adding an apple to the bunker area would have made me feel like I had discovered something, since I had seen (or likely will see soon) the apples on the ground in the forest. Something to connect the dots and help the player feel like they are making discoveries that tie into eachother, even if just loosely.

That's a ton of feedback and ideas but ultimately I have more good things to say than bad! It's clear a lot of thought and care has been put in, it really shows. It's super fun and surprisingly few bugs with some neat polish/details in places. Figuring out what the "peakaboo" was felt super cool, and the first time I turned the furnace off was a fun and tense moment. Thank you for letting us play your game and leave feedback, letting strangers pick apart and give feedback on something you've poured a ton of work into can be stressful lol, so it's cool you're so open to receiving it. I hope your game continues to get more traction. If you're ever looking for a hand, i'm an artist and a programmer and would love to get involved for the fun of it!

Developer (1 edit) (+1)

Thank you so much for all the well structured feedback! And also really glad to hear you enjoyed the game so far!

Made a note of almost every point you brought up, the exploration stuff is kinda weak right now, but it's something I'll definitely be improving as I keep working on the game. Building a "lived-in" feeling world with both direct and environmental storytelling for one, as you also described.

Regarding the tool autoswitching, I just remembered I was supposed to add a toggle for that in the settings but it totally slipped my mind as I had delayed the update enough already, but I'll definitely add that in.
The lighthouse hub area floor also wasn't supposed to block movement, but it was caused by a last minute change as well.
Showing the previous plane you were at through the windows is something I also wanted to avoid, but it's a bit of a technical limitation due to web exports on itchio not supporting multithreading (at least from what I could figure out).

And thank you also for your offer!
I would want to take you up on it because while I can manage my codebase (as much of a mess as it is from being a self-learnt gamedev), my artistic skills start with Paint.NET effects and end with using CSGs like LEGO blocks. But I'm honestly just not sure where Wender is exactly heading, and overall not very good with scope/project management so I'm not sure how it would work out right now.

I feel the processing is kind of boring, I think it would be nice for upgrading processing skill to give upgrades in bobs shop for maybe more resource gain per process

Developer

Yea you're totally right, it is a bit tedious right now.

It's one of the least big features I put together for this update, and I had plans to make the process both more interesting and also make a bunch of upgrades to improve processing and later to automate it, that I didn't get around to adding.

It's going to be at least a bit better by the next update

After trying everything possible in this game, just to try and get the most fun out of it, I decided to walk to the abandoned buildings on the factory horizon, and to my surprise, they have collisions. The invisible walls are just far away, but they still exist. I'm really looking forward to seeing what the future worlds of this game will be like...

PS: I recorded myself trying to jump over the invisible wall, but it didn't work. I guess I was too hopeful that there would be another enigmatic secret in this game, like the girl in the barrel.

Please keep updating the game! I've loved every moment playing it over the last two days.

Developer

I was actually planning to put some chests on top of each one but I ended up forgetting. Also didn't realize anyone would be able to see over the fog line!

I'll be definitely hiding a lot more stuff now!

Also really glad to hear you've had a good time playing and exploring every nook and cranny!

I'm loving the game so far and I can see it has really good bones. It really scratches that incremental itch plus a good mix of weirdness. I did some modding of the game to fix a few of these issues for myself while playing, so I think a lot of them are pretty reasonable.

I think this game has a lot going for it and I hope you continue to expand it! 

Compacting/Expanding is Tedious

  • The button push and the jump don't have a delay to them so you can't actually chain hits.
  • The button push is very tedious. Even with higher level tools and charged hit it still takes two hits.

Night Time Takes Too Long for Valuable Resources

  • It seems to be roughly 10 minutes until the legendary tier spawns. 
  • Spawns seem inconsistent. In the forest or terrarium, for example, it is highly dense so there are a lot of valuable spawns. In factories they seem few and far between. I suspect this has more to do with density than anything. 

Enemy Spawns Seem Inconsistent 

  • I know there is a third enemy called "peakaboo", but I've encountered it once in my entire run. 
  • The Walker is more confusing than anything. It took me forever to realize it was a "enemy" and I just thought I was having collision issues.
  • Redman is more fleshed out, but his damage seems inconsistent and dying doesn't seem to really have a negative effect besides resetting the long night cycle. 

Inventory is Inaccessible and Overflows

  • The inventory list overflows the screen. Resolution: 1920 x 1080. 

Controls Don't Show Full Mapping

  • I, K, T, U, and L are all mapped to specific pause menu sections but the controls menu does not show these. 

Menu Icons Overflow the Frame

  • Items, Tools, and Upgrades all have icons that overflow the frame and get cut off. 

Cards Opened Simultaneously Overlap

  • If you open two cards at once they overlap and you can't read either on open. 

Misc. Improvement Suggestions

  • A HUD tooltip for how many mats are needed for Bob and Smithy would be great.
  • An open all button for cards. 
  • Toggle/Hold selector for sprint and crouch. 
  • Earlier access to autoclick. 
  • HUD sizing.
  • Tool tips on secrets to be found? It was kind of a pain to figure out which levels had secrets and which did not. 
  • More music. 
  • Increased risk/reward ratio of night. 
  • More weirdness! 
Developer

Thank you for the well structured and detialed feedback! Also first time I hear someone modding Wender, which is very awesome to hear!

I pretty much agree with everything you pointed out, some things I already realized right before the update but decided to stop polishing and just put an update out, other things I've also heard from multiple players, and a few things like the inconsistent spawns (especially for Peekaboo) and really good QoL ideas noone else has pointed out yet.

I made notes of everything you mentioned though and I'll try to address most of these by the next update.

The only thing I'm not really sure about is the "secrets to be found" part, since I want the world to feel interesting and mysterious, but not make you lose out on anything significant if you decide you don't want to explore every nook and cranny (it's a pretty hard thing to balance I feel, and I know I already messed up on that in some parts!)

Also, if you don't mind me asking, how did you mod the game? I'm guessing you don't mean CE, but instead unpacking and editing the .pck or something?

If so, I'd love to hear if there's anything you think would make modding the game easier. Moddability is kind of a far future topic, but it'd be great to know if there's any simple considerations I could handle in the codebase to make it simpler for people for the time being!