I really enjoy the game, but a few things really detract from the experience. First, the save system doesn’t seem to work. I’ve tested it out a few times, but it seems that closing the tab results in my progress getting wiped. Since I use my iPad for both note-taking and games, it’s not feasible for me to leave the tab open at all times. A solution to this would be some form of manual save, perhaps using some sort of text that can be copied and pasted. You could put this on the main menu, or use the S key to pull up some sort of save menu. I would really like to not have to restart this game for a fifth time because it truly is fun.
Also, on iPad keyboards, no escape key exists, so there’s no way to exit to the main menu. A simple solution for this escape key problem is to also bind the E key (“escape”) or M key (“menu”) to go back to the main menu.
In regards to the most recent update, I’m not sure why Explore City was changed to show all of the options after completing the task five times. I thought it was unique and thematic that, as you explored the city, more options came up. In fact, I think a complete reversal would be cooler; each time you complete an instance of Explore City, reveal to the player one more new option. My idea works especially well for Explore City, as there are five instances of the activity, and five things locked behind it. In my opinion, the old Explore City added character to the game, while also making sense from a thematic point of view. People don’t just walk around a city five times, only to then realize that there’s something cool; no, people walk around cities, and, as they explore the city, find more and more new things. But that’s just my two cents.
I think that the Sleep and Farm skills level up too slowly. An easy way to rectify that fact is to just include more opportunities to Sleep and to Farm. For example, I think including a Sleep option to be revealed via Explore City makes sense. Similarly, I think farming in the Elven City makes sense, as well.
The Looping mechanic is great, and it’s actually the reason why I even started playing. I wanted a game similar to Progress Knight, and I think this game scratches just my itch. My problem with the Loops is that it feels too slow. I think a way to rectify this is actually through making a Skill that carries over across all runs. The Skill could hasten in-game time, such that there isn’t a direct correlation between real-world time, and in-game time. For example, this Skill could level via any and all Sleep options. The Skill would level extremely slowly, but it could make the game move faster, while not actually changing how quickly Skills level up. I think it would be nice to be able to spend less real-world time grinding the same things over and over. To be clear, the Skill I’m proposing would not just speed up all player-initiated tasks, but it would also speed up the Demon Assassin. Everything moves quicker, and less time is wasted.
The Log is also under-utilized. I think having the Log mention something each time the player makes an Important Choice would add warranting to its inclusion. Perhaps the game could hint to the player what to do to make the most of their decision.
I hope I didn’t come off as too demanding or entitled. I made an account just to comment this, and I really can’t vocalize my praise enough. This game has some great potential to it, I just think there are some things that could use some tweaking. In fact, I only felt the need to comment because I saw that you interacted with other commenters. Again, I hope I didn’t come off as too much of a jackass.