*Whew* I finally got all 114 cards at the same time:

I had 113 cards for the last twelve hours, so I *could* have had this much sooner. But "The Dragon's Bed" just would not come up.
Well, if it were my game, I think I would develop the fishing mechanics into a complete fishing game. You'd have a price for different types of fish, which could have different levels of skittishness. The player would start with a fishing rod. They'd have to decide which upgrades to purchase for it. When they're ready, they'd unlock the harpoon, the net, the hand grenades, the rocket launchers, and any other lethal weapons that could be useful against a small school of fish.
Since you're asking for feedback:
1. Which skill did you enjoy the most?
Angling in Stillmere with the net: The flocking behavior was interesting to watch, and there is a bit of skill in throwing the net so as to catch your intended targets.
2. Which one became repetitive first?
Delving in Stonehollow: I just clicked rapidly along the top-most row, and then clicked rapidly along the new top-most row, and so on. It felt repetitive almost immediately. I stopped as soon as I unlocked automation.
3. How did the pacing feel?
It felt pretty good! Emberwood was fast paced. Stonehollow felt a bit repetitive from the beginning. The angling started to feel slow around roe ~300.
4. Did any mechanic feel confusing or unfair?
No! Everything was self-explanatory. I didn't feel like anything was confusing or unfair.
5. Would you keep playing if this were expanded into a much larger game?
No, I don't think so. The tasks were simplistic--and that's about all there was to the game. The upgrades unlocked one after another, so it didn't feel like there was any strategy: you just click until you get bored and wander off. I like games that have a non-linear skill tree--so you're able to pick and choose the upgrades that will help you level up the fastest. It's also great if there's some strategy to the tasks themselves. For example, in a tower defense game, there is a ton of strategy in choosing which tower to place where, and when to upgrade the tower. I feel like the Emberwood forest had the potential for strategy, but, because of the pace, you tend to just click on mature cells when they pop up, and seed bare cells when the grid is getting a little sparse. That's about the extent of it--which is a real shame, because I know you built some interesting rules into Emberwood! If there were more time and an incentive for the player to discover them, it could be very interesting.
Super cute :) It was nice to check in and see who has stopped by recently. I got really cute photos of everyone--except the very last one, who is apparently away on a trip.
I wasn't sure whether people would actually try the game, since there's nothing to do at first. You have to come back in order to see anything...
But I'm glad people are trying it. It's a very nice game--and super cute! Thank you.
I get the feeling you're just getting started with this, but you've done a great job already! Thank you for building this!
I know you're looking for feedback, so here are some ideas:
The inventory space is six items wide, and seven items tall, so there is space for 6 x 7 = 42 inventory slots, but only 40 slots are enabled:

You could raise inventory limit from 40 to *42* and the user interface would still look nice!
Also, I'd move the Enchant button from where it is now, below the item list, to *above* the item list:
...because the item list is constantly changing as you pick up new items. That causes the Enchant button to jump around on the page when you're trying to upgrade. It's hard to click it when it won't stay still.
Also, we could use more armor enchant scrolls! There are six armor items, and only one weapon item, so ideally we'd find six armor enchant scrolls for every one weapon enchant scroll. My experience was closer to this:

Also, it looks like the auto-sell algorithm keeps Hero items in your inventory, and sells everything else. This caused problems for me in the early game, when it sold rare items that I wanted to upgrade in the future. I was very sad when the auto-sell algorithm got rid of them against my wishes.
It also caused issues for me in the late game, when unwanted Hero items completely filled up my inventory. This interferes with the Auto-hunting, because you're forced to teleport back to town, due to a full inventory, before you've had a chance to actually hunt anything.
I wanted THIS auto-sell algorithm:
1. For each item in the inventory, sell the item if there is a corresponding equipped item, and the *base value* of the inventory item is less than or equal to the base value of the equipped item.
2. For the remaining inventory items: keep the best item for each slot and sell everything else.
That way, the auto-sell algorithm would never sell an item with greater potential than your currently-equipped item, and it would clear out the useless Hero items when you're in the late game :) Which is exactly what I wanted!
Also, in the early game, the Auto-hunt algorithm controlled which location I was in: whereas, I wanted this to be user-controlled. I never wanted the Auto-hunt algorithm to teleport to a different location.
Sometimes you want to farm an easier location, so you can get more upgrade scrolls. Sometimes you want to farm a harder location for experience. It should be your choice what you'd like to do!
Anyway, I hope this helps :)
I love this game so far!
The gameplay mechanics in the "Study" wouldn't have been enough to hold my interest for long, but then you unlocked the *Laboratory,* which gave the mana purpose. I very much enjoyed using your hints to discover all of the recipes. Very nicely done!
The user interface is gorgeous. You've done a really good job with the atmosphere and the descriptions. The hints were perfect.
One tiny way to improve the game: if you click on the three dots in the top right corner, and open "Statistics," "Achievements," or "Arcane Insights," those pages pop up with a light background. The titles are also very light, which makes the titles tricky to read.
From a gameplay perspective: on the first life, there isn't much to do while waiting to unlock the familiars. I ended up playing another game while the mana slowly accumulated.
Now that I've unlocked the Homunculus, it looks like I have another long wait ahead of me before I can try the Expeditions. If there were something that the players could do during this slow part, then you could keep them from wandering off!
Anyway, I hope this feedback is helpful! The game has been *excellent* so far, and I'm excited to see where it goes.
I just wanted to say that I love these tiny worlds that you create. They draw you in--and it's magical! I love interacting with the world, figuring out the puzzles to go deeper and deeper. I love everything about it: the art, the bonus secrets, the puzzles, the little gleaming highlights that prevent you from getting stuck if you don't notice something right away--it's all good. Some people disagree, but I *also* like the fact that the inventory can only contain one item. The simplicity is nice! Anyway. Thank you for building these games. They are wonderful.
If you want to figure out the solution for yourself, here's the reasoning process:
When you click on any one of the seven rabbit holes, a certain set of rabbits flips their state. Write out those seven possible patterns. Then consider the top-left rabbit: There are only two ways to get this rabbit to emerge. Likewise, consider the bottom-right rabbit: there are only two ways to get this rabbit to emerge, as well.
If you stare at the seven patterns for a second, you should be able to see the solution. There are only four possibilities to consider, and one of them works.
This game is off to a great start. It's fun and playable, even in its early alpha state. I hope it does very well!
Here are a few notes, in hopes that they're helpful?
I was confused by this navigation:

I was expecting the navigation menu to work more like this:

...or this:

...with a single contrasting style to indicate what is selected.
...whereas the navigation menu in the game has a variety of seemingly-random color states, which I found to be endlessly confusing (especially in the beginning).
In reality, the menu is super simple: it's just a row of tabs, with a context-dependent submenu below. But it's difficult or impossible to work this out from the visual presentation *alone*: you really have to play around with it to figure out how it works. I think the structure / behavior could be made obvious at a glance with just a few minor visual changes: little things like an increased amount of whitespace between the menus to separate them, and a clear visual style for the selected tab. That would have helped me a lot!
The second biggest issue, in my opinion, was in the Forge tab, in the Equipment panel: Each item in your inventory appears to have a maximum level, and those maximum levels appear to be different. When an item reaches its maximum level, it would have been helpful for me if the word "MAX" had appeared somewhere near the item level.
(Also, the item level starts at "0". I would have preferred to see the first level displayed as "1", instead of "0": That way, a level "3" item would have had 3x the base stats. I would have found that a lot more intuitive!)
The biggest *gameplay* issue is that the optimal strategy seems to involve very short runs that start and end within sixty seconds, where you almost immediately earn around 10 phoenix feathers. You can quickly purchase all but the most expensive upgrades that way.
To unlock all of the jobs, you need about two longer runs--but that's it. Everything else can be very rapid short runs. It doesn't take *too* long to beat the game that way.
By the time you've unlocked the resource generation, and have begun to forge items, then you are well past the point where you should have leapt into the well: You would have been much better off if you had completely ignored the resources and equipment. The Talent trees are so much more powerful. Furthermore, the Talents persist across runs, whereas the equipment resets, so there's really no point to it. And that is a shame, since the resource generation, resource trading, and equipment forging, were all fun and interesting the first time I encountered them. It's a shame that this part of the game is disincentivized. (This might be different if the resources could be developed more quickly, and if the equipment payoff were greater? Or, from the other point of view, if the shorter runs were made less lucrative somehow?)
There are a few other major balancing issues. You're probably already aware of them, but I'll mention them briefly:
The T1-T2 jobs require some grinding to unlock, but they're not *too* difficult. In contrast, the T3-T4 jobs are excessively difficult to unlock. They only became practical for me after I had purchased nearly the entire Talents tree. (And, at that point, the game was practically over.)
Another minor observation: In the Talent tree, in the Military section, the "Battle-Hardened" talent is *super* powerful, while the similarly-expensive "Precision Strikes" talent has comparatively little effect.
In the Talents tree, there were lots of minor issues: In the Prosperity box, in the "Silver Tongue" talent, the text refers to a "wheat" resource that doesn't exist in the game. In the "Artisant's Touch" talent, there is a typo (it should read "Artisan's Touch") and the completion bonus is "WIP." I won't mention the others like this, since I'm pretty sure you know about them already.
I imagine that you're already planning some big changes to the Talents tree. (Likewise, I imagine you're already planning to replace the placeholder icons in the Equipment section.)
In the Equipment section, here's something that would have been helpful to me: *most* of the equipment items are labeled with the resource that is needed to craft them, but not *all* of the items have this information. (For example, an item might be described as "training" instead of "wooden"). I would have liked to have known which resource was needed to craft the item--so I could boost its level--and this wasn't always apparent from the item. I would have liked a naming convention more like this:
Training Sword Wooden Set
Anyway! I just wanted to say that I really liked your game. When I first started playing it, I thought it was going to be a basic prototype without too much content. But then things kept unlocking! As it turns out, there is a lot more to it than I thought.
It's a lot of fun. I know this is a super-early alpha version, but you've done a great job already.
Thanks for making it.
Player stats could be interesting, as well. If you're not able to cast a defensive ability in time, you'll get pummeled. But if you reduce your cooldown period just enough, then you'll suddenly become capable of blocking the attack--which could be a game-changer.
So, improved player stats could something worth working towards, even if no new abilities are unlocked.
Another possibility could be equipment items: The abilities could be properties of the equipment you wear, so you'd have to pick and choose what you take, and what you forgo...
Alternatively, casting an ability could cost mana, depleting your mana pool. When you're out of mana, you're unable to use abilities until it has replenished sufficiently. That way, you'd have to be strategic about which abilities you use in combat. You might be able to level up your abilities, making them more powerful or more mana-efficient. Likewise, you might be able to level up your mana pool, which would allow you to do more, and thereby advance further into the game.
Was designing rotations fun or frustrating?
It definitely wasn't frustrating. It was more interesting. I liked figuring out the rules. It's unclear from the prototype whether it would stay interesting after extended gameplay, but the prototype was good.
Did failures feel fair and understandable?
I actually felt a little cheated, since the game withheld essential abilities that were required to defeat the first enemy. Understanding how the game worked was not enough: you also had to wait for the game to (arbitrarily, it felt) decide that you were ready to receive an essential ability.
I would have preferred receiving an ability as a reward for defeating a lesser enemy, or after having earned enough experience points to purchase the new ability. That way, I could strategize about what to purchase, and look forward to / enjoy the purchase. The new ability could make the next enemy beatable, or it could accelerate the rate of experience gain, making further purchases possible.
Did you feel encouraged to tweak and retry?
Yes, I did. It's essential to the game.
I only needed the first hint: once I made the first change to my ability sequence, I no longer needed / wanted the tutorial.
However, an explanation of the abilities (both player and enemy) would have been helpful (e.g. the effect and the cooldown period), as well as an explanation of the combat algorithm (e.g. when you have multiple abilities that could be used, which one will the combat algorithm select?).
Would you play a full game built around this system?
Yes. It's unclear from the prototype whether it would eventually get boring, but it's off to a good start! With some additional mechanics, like a skill tree, and monsters with various abilities, it could be quite fun.
Very nice! It has a good vibe to it.
I played the web version (/embed-upload/16150683) in Firefox. I had no issues with the bookshelf.
I was never fast enough to get more than two gems on any of the minigames, and I was never *slow* enough to get *fewer* than two gems. That was true even when I had never seen a minigame before and was still figuring out how to interact with it.
One note: At the very beginning, the Manager says, "Nice job! Hey, i can already see our first visitor." But the first visitor is not visible at this point. After you dismiss the dialog, there a short delay before the first visitor appears outside the building, where they are visible to us, but still not yet visible to the Manager. So I was pretty surprised by the dialog. (Also the "i" should be capitalized in that message.)
I really liked the way you could see the effects of the upgrades in the behavior of the customers. The music was nice. There was very little stress, but it kept you engaged. It was nice. Thank you.
I understood what was going on pretty quickly--with two exceptions: I never did figure out what upgrading does, and I'm not sure what the Bone and Ectoplasm coins are for?
The main thing I wanted was the ability to auto-summon creatures at a given rate. As it is, I spend most of my time frantically clicking: It would have been nice if the creatures came out on their own (which they technically do, but only very infrequently).
Anyway! I thought it worked pretty well! It was fun to figure out how the towers worked... and then to construct a labyrinthine path to keep the creatures busy.
I took a few screenshots of things that I thought you might like to see:

The text here says "Spirit Lantern Unlock Unlocked."

In this photo, you can see the creatures climbing up without a ladder: You can reproduce this if you summon a huge amount of creatures at once and then move the ladder. (You can also get the creatures to pass through solid towers by placing items on top of them:)

This was also confusing to me:

The text says that there are 6 Furballs, but there are no Furballs anywhere to be seen. The battlefield is completely silent, and has been for a while!
My guess is that when the Furballs do eventually appear, there will be 6 of them. Is that how this works? If so, then this confusion could be eliminated if you added the word "Next: " along with a timer. Ideally, there would also be a tooltip that say you can increase the number of Furballs that autospawn by purchasing the "Upgrade" (assuming that's how it works, of course!)
The one thing that would improve the user interface the most is: Disable the "Necro Tower" button when you don't have enough money to build one (and make the button look different when it's disabled). As it is, you're seemingly able to buy and place the tower--only to have it turn red and disappear at the very end! I think this is the main reason why a lot of people were confused!
Heh heh.
Here was my shopping list:
If you get too strong too quickly, the king comes out and ruins everything. So I had to make every battle a draw--or as close to it as possible--to buy some time so everybody could hit the gym before the group photo.