There's a lot! Thank you! I'll try to address everything:
no BE
plans with rank ups (poses, outfits, expressions, etc), paper dolls
no response to the size in world currently
Mimic girl BE
Butt expansion
I fully agree that there isn't enough BE yet.
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but the gist of it is that I'll be adding more of it in several form, including showing BE on the chibi sprites, dialogue, and a future addition that will massively increase the BE to Gameplay ratio.
I see what you mean about the paper dolls! A few characters do have a different face/altered pose at higher rank, but these are more exceptions. However, a bunch of character will be getting alt costumes (which come with a different pose too)! Not exactly the same thing, but hopefully that's a satisfying answer ^^
...I can't believe I never thought of Fairy holding her own boobs. The idea was to have them be squished, but this would have been good too, for sure. She's a drawing from years ago, and my standards for big boobs have definitely evolved over time. One thing I'll say is that alt costume can also come with a different boob size (Kitsune gets way bigger, for example. Her alt costume will be implemented eventually), so if she gets one, you can probably expect that.
Menu NPCs don't normally get BE, but it's definitely not a bad idea for Mimic girl! No promises but I'll keep this in mind ^^
Butt expansion is more of an exception, there can be other changes in some cases (Kitsune gets more tails, Dragon gets bigger wings). Rose also gets a bigger butt, and some more girls will get butt expansion, for sure!
Moribund not explained well enough
Sneaking tip location
Walk away from combat not explained
too aimless = too many encounters / time wasted
Tutorials as soon as needed rather than after exposure
not enough tutorials
explain you can take notes from the map menu
shell count puzzle not clear enough
Angel fight not clear enough
Primary colors use the rgb system
There's a lot to say there!
Moribund is explained in the fight tutorial, but it's true that it doesn't get into details as to how exactly it works. I do feel like the player will figure this out very early so it's not that much of a problem, but there's no reason not to have it explained in a tuto page, that's true.
The sneaking tutorial (which is part of the HUD explanation) is very close to the entrance of Ocean's B1F, where random encounters appear for the first time, but it IS behind a puzzle (in the shell count room). I think I'll move it 3 rooms to the right in the fish puzzle room instead. This same page mentions that you can write / review notes from the map menu, which is more relevant here anyway.
Additionally, I'll add a new page that explains a bunch of fight related stuff in the room just before the shell count puzzle (immediately accessible). By explaining Moribund, Sneaking and walking away from fights in one go, this should take care of all these issues at once!
Whether tutorials are needed as soon as they're relevant is debatable. In many cases, I like to expose the player to certain mechanics in a non (or very lightly) punitive way to get them to become curious and experiment about said mechanics, and THEN explaining it. It doesn't apply to every situation of course, I agree with that.
For example, I'm aware the way I force the player to go back to Vuu's house to pick up the color guide if they didn't take it already is annoying. I'll change it so it's automatically given as soon as the first fei petal puzzle is reached if necessary. This color guide does explain that the color system used in this game is the RGB system, which I also think is well enough known nowadays! It's true that it can be a bit confusing if you're not used to it, but sadly I have no workaround for this.
The shell count puzzle is admittedly very old and could use a small glowup. Making it so the shells can't be detached would be a good starting point for sure. Maybe I'll even make them another color to show their relevancy!
As for the Angel fight being unclear, the minigames in the festival serve as dynamic tutorial! They show you exactly what you need to know. I wasn't expecting someone to leave without at least trying them once... Maybe I'll add some sort of warning if that's the case. I'll see what I can do!
prevent fights when puzzle are ongoing
Some rooms are specifically flagged so no fights can spawn there. But in general, I do want fights to spawn! Using sneak / walking away, or using the right consumables (post Biscotti) is up to the player. Explaining these mechanics better (see previous paragraph) will definitely help with this.
Alma hints are the same
Alma's hints are the same for the Kururin puzzles in the forest and for Mush smash in the Tunnels, that's correct! The reason for this is that while I call these puzzles, they're really more skill based minigames. Once you know the rules, there really isn't a whole lot to add, so I choose to instead have her remind you of how these work. The Gear puzzles in the Night Dome will get the same treatment (instead of nothing at all)!
character lvl on revive is too low
why does "my turn" lower the next XP gain
money is too tight
Character lvl on revive is currently tied to a percentage of Vuu's level (about 70% iirc). It's definitely not ideal and a symptom of the game being a WIP still. I'll see if I can change it to match (or to a higher percentage) of whoever your highest lvl character is.
About My turn lowering XP gain... I'm really not sure. I actually didn't remember it did before recently. I might have had a reason years ago when I implemented that feature, but it really doesn't need to be a thing, does it... I'll look into removing it so you just get the normal amount of XP instead, which makes more sense as this is really just there to accelerate farming. I do plan of doing some quirky stuff with XP where you'll be able to distribute it to lower lvl characters to get them up to speed quickly in the future, as well.
As for the money, I've already received that same complaint, I'll make sure to change that!
takes too long before being able to freely customize loadout, maybe store in Rietti plains
Finding Liv (revive girl is annoying)
That's fair... I do want to add more traveler type NPCs, which will include various vendors. I could make it so a spell vendor is encountered near the beginning of the forest for sure. It will probably be some time before these new travelers are implemented, but I'll keep that in mind!
As for Liv, it's true that there isn't much of a point of roaming around until you find her once you defeated the last boss, in the demo at least. I'll see if I can simply add her to the last room.
Mine Heartpower
gravity changes are disorienting, too much happening
The Mine heartpower (T's) is actually one of my favorites! It's technical for sure and relies on you preempting Shape behavior, but it's very powerful when used correctly.
This can definitely be an overwhelming game, but it's the way I want it! Nightmare's fight is meant to be a special one, so things will go back to being easier after this fight in the final game (for a time, at least). I do plan on rebalancing some stuff later, including which enemies are seen where, and potentially block drop rate. So gravity switch blocks will stay, but I might make them less common if they're too much of a problem.
slingshot boss
You do not need to charge the slingshot to hit the spheres, both before the slingshot boss and in the puzzles before that!
That being said, you're right in that Shapes shouldn't be hitable when offscreen. I'll make sure to fix that asap
artstyle is busy / colorful
I personally love very colorful stuff. Ristar and a bunch of other Genesis games, among many others, are big inspirations!
lore library / history book
This will be a thing, 100%! Many pages will be lore focused, either about areas, characters, setting concepts etc. I'm glad you enjoyed this aspect of the game, thank you ^^
Phew! This should be everything. I really appreciate everyone's constructive criticism, even more so if the game left you frustrated. I also appreciate the encouragements, very much! In any case, this will help me make BEW better. I'll do my best to fix these flaws, and if all goes well I'll at least have a new build with the easier fixes implemented next week!
Thank you again ^^