Thank you for playing and the feedback.
Sorry we missed your stream, we've been monitoring the Discord and trying to keep up on who is streaming so we could be present when our game is played. I've done a quick skim of the video, and we will watch it as a team later. Our game was designed as a story-driven experience. Since you had a headache and did not want to read, that certainly impacted the experience. Your starting quest for food is why the party heads out to start. That quest becomes less of a driving force, and the story about the invaders is what keeps them moving. When you reach the end of the demo they leave their home forest and gain new quests. Clearly we need to adjust the pacing of the demo to add other quests sooner for players who look at the quests and skip the story. In the non-Lite mode of the game there are some other smaller quests along the way.
I noticed that you played version 0.21.1, so I'm guessing you downloaded previously. We've released 3 updates over the last week. Some of the UI has been cleaned up and shrunken down in them. The latest, which came out after you streamed, also shows you the overall progress for the larger goal of providing enough food for your clan, not just your initial goal of sending 500 food back. You do need to send the food back before it counts for the quest, and that is done in the Traders' Depot. Once you send back 500, your team gets a new quest of trying to get more to help the clan reach its needs, though even there, it really is dealing with the invaders and story elements that are meant to be the driving force. We will need to work on improving how the story is presented, and also make it clearer outside the story that you need to use the Traders' Depot to send items for quests.
The game is primarily designed for playing with keyboard and mouse, but fully supports keyboard only, controller, and touch. It does not auto-detect and alter settings yet, so you do need to use the settings screen to turn on the tooltips you want. For controller we have Focus based tooltips. They get in the way when using the mouse, so are off by default. We will add auto-detecting other inputs in the future and letting plays choose to switch to a different preset, but it hasn't been as high a priority so far.
The biggest change in our recent release is an increase in difficulty. The older versions were too easy. The intent was to make them more accessible to a wider audience so people could play further and see more story, after earlier versions were too hard and jam players were stopped early. Many have said it is too easy and so they do not feel like it is worth paying too much attention to stats. We are hoping that the higher difficulty will encourage people to learn the underlying combat mechanics, such as needing to use items that match the affinities of the character and the ability chosen, to get the most power out of an action.
The slimes will get special equipment later, though limited to helmets and accessories. We greyed out the slots while they cannot be used, but will see about hiding them for the slots the slimes cannot use at all.
This demo is meant to be an intro to the story. The real adventure picks up as you leave the forest at the end of it. Unfortunately, we lack the skills and audience to make that work. We were inspired by RPGs where there can be long intros that build up the story that sets the scene for the rest of the game. We clearly cannot do that, and will be rethinking how our story plays out. A future demo will also change it to skip around a bit so players don't get all of it, but can see later content sooner. For jams the current demo is clearly not the right style.
Again, thank you for taking the time to play our game, even if it wasn't working for you, especially with the headache. We will watch the video and take notes to see how we can improve the presentation of information to clear up some of the pain points.















