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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! 

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!