Meh, reusing save files are for the weak! Time for a new run...
- game ver: 0.9.0c
Guess i'll log my though along the way, lots of nitpicking or small detail that I'm not sure are important enough to be improved.
Feedback after two dive in the dungeon:
Replaying impression
- Kinda interesting to see which text line where modified, and some more context being added here and there
- Butlerwho? Who are you and why are you in the manor on my new save?! (As in: I was surprised a character was introduced from the start of the game. Her first event is great tho)
- I missed bantering with that demon queen!
- The tutorial on the first day may need a bit more detail on action that consume a turn or not ; the fact than opponent don't damage you if you kill them (I don't think I read that somewhere)
- Since you start the first run in the dungeon with firestorm active, it's a bit weird to not be able to cast it + it lack of tooltip while hovering it. When you know how the game work it's fine, but it may be a bit confusing for new player (having a tooltip "already active - dish X damage per turn" while hovering active spell may help?)
- Since "cursing" lily's curse technically consume crystals, would putting a crystal cost to the hangouts be a logical way to slow down a bit the game's pace? (I'm not sure on how yet, but locking some event/hangout behind other (or behind some given days/story content) still feel to me as something the game lack to have a better pacing - however that proposal work lore wise, but it mean forcing player to gather some crystal to unlock content, which is a bit meh)
Early game impression:
- I DAMN LOVE THESE DAMAGE ESTIMATION!
- I'm a bit weirded out by the car octavia did drive. wasn't the game supposedly fantasy?
- Part of me wish to have the effect of the elemental reaction also show in the tooltip (especially since they are usually a bit niche), and it would fit the current UI/UX design ; part of me think it's fine to ask for some player to have some knowledge on what would happen (even if it mean it's harder to predict what result your action will have)
- Early/not definitive feedback on ice wall: Seem on the weak side right now, and is a bit too expensive for it damage+the damage gain (compared to other spell that could dish more than double the damage for a weaker mana cost) - I'll see how it scale at higher level.
- Very early feedback on scaling: scaling seem way better now, and the game feel more like earlier iteration (that were IMO more fun) - with the extra UI elements on top. I really don't know what I feel about the inflated HP compared to before, in a way it feel like a lots of HP to burn, in another way since ice wall only give defense/extra turn it is probably a bit more fun/balanced. Way & see when I put my hands on Emi.
Bugs(?)
- I was able to do octavia first hangout the same day I did mirabelle's. I'm not sure it is intended, and it help a bit with the guidebook
- During the tutorial, firestorm damage appear after the enemy counterattack - which also mean it does kill you. I assume it is scripted, but that mean the tutorial behave differently than any other encounter in the game, it may be better to fail on the 3rd mob instead.
- Right after unlocking the market, the buying/selling price were CRAZY. This bug fix itself while moving anywhere else, but it's a super cheat when that happen (Like.. I'M SORRY? 235g/per crystal? 200 per ore? but only 115 per enchanted? Don't mind if I become rich! 440k gold after 2 dive in the dungeon? - see attached file if that help)
- "resist the temptation and leave the relic (-5 gold)" fail the choice: "Lost 99 gold!". I was not sure I had that much gold on me when it happened, and it may be due to me saving/loading to scout a bit for event (as in: may be save scuming related)
More feedback on the next episode!