Hi Tenkarider,
Thank you so much for your thoughtful reply! Here’s a follow-up from my QA testing perspective:
- Game version: I chose the shorter version demo. Not sure exactly which that corresponds to.
- Artifacts: Are you referring to things picked up off the ground like the shield, purple flower token, or coins, or are they labeled/announced as artifacts during gameplay? I didn’t explicitly track them in my initial testing.
- Demo progress: I didn’t reach the end; I focused on exploration, testing physics, obstacles, monster interactions, and general cause/effect mechanics. I didn’t encounter major bugs in my brief session.
- Compass Shield: It’s creative! Some players may not read tutorials thoroughly, so interactive hints, sparkles, or popups could help guide them. Maybe clickable actions or arrows could clarify multifunction usage.
- Map/minimap clarity: An expandable option (35% larger) with an X exit box to preview the map might be useful.
- Currency UI: Coins were clear when collected, though I didn’t play long enough to fully explore their use.
- Destructible obstacles & flowers: I didn’t realize obstacles could be destroyed—maybe an on-the-go hint could showcase this. Flower tiles are a neat touch for slowing movement; I’ll test again.
- Potion enemies: They often ran off-screen; a UI cue for exiting or avoiding battles could improve flow. Does the Compass Shield allow exiting battles?
- Map orientation: From main map to dungeon, West → East navigation can feel inconsistent with multiple floors; maybe visual cues could help players orient themselves. This may just be the styling design of your main world map/level, vs. the differences of how the tunnels or dungeons are designed directionally.
- Black artifacts: Triangular/stationary items—are these stains of darkness? I noticed them persisting across multiple cycles. (See Screenshot #1)
- XP & combat: I enjoy monster combat (it's exciting and very visual!); some semi-equal XP distribution for fighting monsters could make it more rewarding. Does defeating monsters currently trigger XP or level-ups?
- Keys & rewards: Red key observations may need to be replicated; I’ll capture screenshots if needed.
Overall impressions:
I really enjoyed the demo—your mechanics, multiple monsters, and interactive elements are fun and engaging.
Ongoing QA testing offer:
I’d be happy to continue deeper QA testing and provide analysis for free as you release updates.
I look forward to exploring future updates and, of course, meeting The Hand!
—William

this is the "enter city" icon, and clicking it will open the city UI;
those instead are dark stains, they appear and enlarge when you pass through a tile in worldmap, if you pass through the same tile more that x times, after y time has passed... something will happen;