I now know you want players to swing the vines on the cliff to climb over, they should be made more bright green to be noticeable, but not bright enough to still keep with the dark night. For driving the bandits away from the farm, it is not clear enough what the goal is completely, or that you can bring the chicken spirits to the circles to restore your health, and the spawning of the chicken spirits should be a bit farther away from the bandits, or how to really use the squid spirits against the bandits. And targeting foes should be made more clear as a tutorial for the player. In general, much of the text needs to be spell checked. Sorry for so much text. Looking forward to the next update!
Viewing post in Cradle of Hatred "Hanna" - Early Demo "Ver0.84" comments
Awesome feedback! Yeah we still havent solve the tutorial aspects, I will start working on it after completing the UI since the game mechanics will change a bit with the introduction of the inventory system (which is mostly done 😁). I would prefer to avoid being too precise with quest direction since ideally there would be more than one way to complete main objectives, we still need to create a pacifist way to get rid of the bandits but uncovering the solutions would be a core reward system for the exploration. We're a bit torn between making the progression accesible, and making the player feel the struggle the protagonist is going through, as expected in a dark fantasy setting. Honestly I would opt for the latter, make it feel just a bit cryptic and unfair. But getting it right is gonna take tons of trial and error, eventually we'll get there. But your comment's are super useful, almost everything needs polishing but knowing what's most urgent helps us get the game to more people faster. ❤️