Agreed! I was not expecting this level of response this quickly. I really appreciate the devs engaging with my feedback!
Thank you for the detailed response!
Per subsequent posts, it's true that I would like an in-battle Load, not a Save. It's also true that I don't know how technically feasible that is. Sometimes we can't get everything we want. But if it's possible, it would be a big QoL improvement.
Apologies for not being more detailed in my discussion of the wind mechanic. I do have some follow-up thoughts there. If I'm trying to ambush or avoid enemies, then I need to be looking at the center of the screen, where the enemies are pathing. But the display for the wind direction is in the lower right, I think? And it changes periodically, so I can't just remember, oh in this particular spot, it's going whatever direction, let me account for that. As such, it feels like it takes (some if not all) control away from me regarding whether I can actually ambush or stealth. I think in the abstract, that could be fine if the goal is to prevent the player from doing those things, but I don't have the impression that's the goal or the result. One of the comments mentioned that it could just slow Aura to a walking speed, which I think is probably not the right solution given that's how the water area works iirc, but I do think the water area is better by comparison because you still have full control of your character. Maybe if there was just a consistent head-wind through the whole area or something, I don't know - I admit to not having the solution here. Per Pretentious Goblin, I do agree that in the scheme of things this is not a big deal.
As for randomly moving enemies, flagging them not to turn around was mentioned in a subsequent post. Not having them do 180s would definitely be an improvement, but I guess it's not clear to me why any enemies should move randomly. I realize that actually changing this is potentially a lot of effort and could even involve needing to tweak level layouts if the player isn't supposed to be able to trivially stealth or ambush. And I also realize that some people may feel differently than I do about the merits of the twitchy aspects of the gameplay. But I wanted to provide my 2c here as I find the enemies with clear, fixed movement (or being stationary as the case may be) much more compelling.
I did know about the Rose bond skill, but that doesn't affect Relationship, just Willpower (though it is neat and I appreciate it being there for sure!).
The art thing makes sense, I didn't specifically say why I thought it made sense that you can't see her shoes, but that was definitely one of the reasons I had in mind (the other just being needing to switch from a 3/4 to full body render). Presumably goes in the "nice to have if we find ourselves with unlimited resources" backlog
![Stick out tongue :p :p](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Also, I realize that pointing this out might just seem thirsty, and, well, that would be understandable, but I do think that the visuals have impact on the feel of the corruption progression, as is the case for the hair and clothes, etc.
I should clarify regarding learning and end of day: Promises *are* very clear (wild to be saying this as a js dev haha). It's whether something ends the day or doesn't when it isn't a Promise that isn't always clear to me. I can try to watch out for examples of this going forward. I know off the top of my head that the Hermit doesn't end the day; I think that he uses similar wording to some of the other teachers, but I'd have to go check what that is. Things like, "before the end of the day" and "within the day" - I think the former, at least, is used to mean that it takes the rest of the day, when I would say that if it wasn't going to take the rest of the day, and say "until the end of the day" if it was? But that's just from memory.