Hey, thank you very much for playing Moku! Your video was probably one of the more valuable ones I've seen, and I got a lot out of it.
- Due to your video, I'll be adding an option for gamepad players to lock movement to the 8 cardinal directions.
- I will absolutely be adding a sound for there being not enough bag space while in the chest.
- It took you a bit to recognize that you needed to access the chest to change your equipment. It made me realize I should show crafted items going to the chest when you craft them, much like how picking up the rusty pan at the start shows it going into the chest.
- You ran into a bug where the lock-on was refusing to work when the enemy was close to the bottom edge of the screen. I'll be fixing that soon and making lock on more generous, so it takes a few seconds to unlock you from an enemy if they go off screen.
- The bug you saw where you had 4 Kō Salves on the belt but only one of them had 10 is a bug I'd been unsure how to reproduce and then fix, yet miraculously you reproduced it multiple times and I now understand it. Thanks!
- At one point you were fighting a big axe guy on some platforms near lava, and you'd noticed he would take 10% damage from falling like the player does. After picking up the obsidian you tried to dodge back across and ran into something, causing you to fall. That was actually the axe guy's collision box you hit, meaning you didn't go as far. That's a bug I was 100% unaware of until I saw you do it, so I'll be fixing that.
- You also didn't really know what switching the lever did at first, so I'll likely be adding a bit of text saying something like, "You change the flow of the pipe."
That was just the notes I took while watching. Honestly you did pretty well to get as far as you did, especially considering there were some materials you didn't find and some items you didn't craft before entering the dungeon. You can find iron and Olonā (a plant used in rope crafting), allowing you to craft armor, a crossbow, a shield, and rations. You also missed finding Taro, which would have given you two different ingredients to cook with, one of which makes it so you don't lose your EXP on death. You also missed a pamphlet that would teach you about the stab attack, which is really useful to avoid hitting walls. You would have had a way easier time with the double spike arm guys if you had a shield and could just block their wild charge. Not explaining what you missed to rag on you, just giving examples to explain my thought process on the game cause I figure you might be interested.
Moku at its core is a game about exploration, discovery, and mastery over environment. Aside from a few games, I kind of hate modern survival games due to their focus on grinding for materials, and I'm much more interested in the kind of survival you see in survival horror. In survival horror games, you learn how to best deal with enemies whether you fight them or run from them, you learn how to navigate potentially complex environments, and you manage resources as you explore. That's the feeling I'm trying to go for with Moku, where you need to plan what items you'll bring with your limited bag space, manage getting hungry as you traverse the landscape, and push yourself to go further than last time you set out. This game is 100% inspired by The Legend of Zelda on one hand (mostly by Link's Awakening on the Gameboy), but mechanically it also takes a lot from Dark Souls, including attacking with the shoulder buttons and the general difficulty.
One small mechanic you complained about was the injury system, which I completely understand because it's not tutorialized at all. When you get hurt, enemy attacks include an injury modifier, usually 10%, which makes it so 10% of the damage they do is applied to your health cap, meaning you can't heal it back unless you rest at a tent. That was the chunk of your health bar that was striked off with the black diagonal stripes. Being on fire has a massive injury modifier at 50%, making it incredibly dangerous. This mechanic is to add another layer to the health system, making it less feasible to just bring a bucket load of healing items to damage sponge your way through the game.
Another mechanic you complained about was wall hits, which I am of two minds about. On one hand, I want your weapon and attack choice to matter beyond just going for the most damaging option. Hell, normally that option is grab attacks because they do massive damage, but doing grabs when facing multiple enemies is a huge gamble because you can get hit and get stunned out of the grab before it completes. You also might choose a stab, because it won't smack against walls. But you also might want a swing, because it can hit and stun multiple enemies at once. So I like the mechanic for those aspects. On the other hand, it's 100% true that enemies straight up ignore hitting walls right now, and that's something that will be fixed later on. Everything is test enemies right now, so there's a lot of details they lack, such as their own attacks hitting walls, causing them to need to pick attacks suited to the space they're in as well.
There was another funny little thing that I'm not actually sure how to fix. When you crafted the Leiomano (which are real Polynesian swords, pictured below,) you of course immediately went to cut the bush to pick up the Koali ʻawa (which is a type of Hawaiian Morning Glory). You then proceeded to move on instead of going to the crafting table to craft the Kō Salve with the Koali ʻawa. The crafting table sparkles any time you can craft something, because any time you can craft something, you just should, because of course you don't lose the resources for crafting and there's zero downside to crafting everything immediately. That fact is far from intuitive with most games having crafting resources be finite though, and the sparkle is the most obvious thing I feel I can do right now without downright dragging players to the crafting table by the ear. That all is fine, players should realize before long that the sparkle means go craft. But that does occasionally lead to a scenario where a player is able to craft the Kō Salve, but doesn't, and then gets the tutorial for the Kō Salve and gets confused. It is 100% an understandable mistake, and I have no idea how to solve it yet.

Moku still needs a lot of refinement, and I will be getting there eventually, including even the font stuff you mentioned. Once again, thank you. I'm glad you were able to see part of my vision in the time you played.