Good to know the notification works correctly, I don't think it did in v0.1. My concern right now is mostly balance. I don't want poison to be a non-issue, but I also don't want it to stick to characters until they drop to 1hp either.As far as the poison goes, it did give me the message that X was no longer poisoned, so that is working correctly, fyi.
I think that I did indeed rest 3 times, due to a couple of fights that the original maid was missing several times in a row.
Pity that, if you ever do figure the scripts out, I would recommend that it be the maid reminding you what to do. Fortunately these quests were easy to do and remember, but some later may be more complex.
Quite literally the volume of the music, if it's in the system menu, then I probably just missed it, and will correct that on the next release. I'm just too used to an option button on the main screen to control the volume.
Heh, I've had too many games bite me in the ass when I was able to skip combat, and then wasn't strong enough for the boss fights, with the exception of games where the mobs respawn after you leave a map, I usually try to clear maps before moving on.
And exploration is a good thing, don't think I'm saying it's not, but maybe add some villager lines about hidden areas so the player is rewarded for actually talking to everybody, not just walking into their house and trying to loot the box that has leather scraps and needles.
I am learning a lot as I go, so even as quests might get more complicated, my use of variables and switches should also improve so it'll be easier for me to have NPCs and the like provide better guidance. I did originally have more, but it always broke during playtesting, so I ended up cutting it (and I've been worried about people getting lost mid-quest ever since, which is why the feedback about quests being easy enough to follow is really nice to hear).
I've had the same happen. I've actually never beaten some games because I always end up too under-leveled at specific points, even though I love the games. My plan on that front is to leave opportunities to backtrack and kill older enemies so that you can grind if you need to. Eventually some combat will become mandatory so that I have a "minimum level" to balance around.
And I don't think I'm misinterpreting your words, I'm just trying to be open about my design process. Worst case scenario, someone calls out some of my thinking as flawed and I can improve it.
NPC dialogue pointing out possible hidden stuff is a good point though, I'll definitely keep that in mind going forward. I know I didn't do a lot of that in the currently released content. I mostly just left things as slightly out of place (like not seeing mushrooms in any spot except the one spot that has something to find) that only those who are a little more curious or hawk-eyed than average will find. Aside from the bonus stuff that's deliberately almost impossible to find, anyway.