Hi! I haven’t played Sinathir for a while, so I might not remember everything or fully understand the current system.
Regarding the second option (better feedback for wellness), I didn’t know that character stats increase automatically based on wellness. If that’s how it works, then adding popups when wellness goes up or down sounds like a great idea. Personally, I didn’t realize that taking damage reduces wellness. Small notifications like that would make the system clearer and help players understand the consequences of their actions.
As for the first option (manual stat allocation), I find it interesting. It feels like a level-up system and gives players more control. But I also wonder about balance: wouldn’t it be easy to just focus one stat and power-level it too quickly?
I’d like to suggest a hybrid approach, which might fit the game’s atmosphere better.
The idea is to keep the automatic stat growth, but let players influence the direction of that growth indirectly, based on their daily activities. For example:
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If the player spends most of the day gardening, and their wellness is high, they could get a bonus to strength or stamina.
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If they work in the workshop — maybe dexterity or intelligence increases.
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If they spend time doing alchemy — intelligence could increase.
This would strengthen the connection between the character’s lifestyle and their development, without breaking immersion or slowing the game’s pace. Maybe something like this already exists in the game — but if not, I believe it could add depth.
Thanks again for sharing your development process — it’s really exciting to follow the progress of Sinathir!
Maybe I’ve completely misunderstood the topic and I'm talking about something else entirely — if so, feel free to correct me.