A very impressive game which triggers the classic dilemma of not knowing if missing information is hidden intentionally or not. I was able to figure many things out due to smart design and experimentation (observing, extracting, crafting and transmuting). I was NOT able to figure out how the skill tree worked, though I seemed to be able to trigger them okay. Another compliment is how confident I felt playing it – I had a sense after the experimentation period that all the information on the screen was meaningful. Maybe more importantly, the tone and style made be want to figure things out. Things slowly fell into place. I didn't get a chance to see the layers spreading, and I never understood when a creature was actually dead. Lovely floor layouts. Not sure how you did this in the time period but thank you for doing so!
Viewing post in Maestyria: The Amulet Below jam comments
Thank you for your kind words! I appreciate the thoughts you have here. And I'm glad you enjoyed the game.
I'm definitely in that balance/dilemma of - what do I leave for discovery vs what does the player really need to know to discover? I also went with full discovery required in my initial drop. The first update was to make the game more understandable for the player because the feedback (you can see) below was all about not understanding what was happening. I think there's still visual polish that is required and better information that is needed to make this fun for most players. I also haven't really done much balancing and this is just a portion of the full depth I wanted to add and explore.
The next drop will move away a little bit from the chaos into a system that is a bit more predictable. Though I think I will still need more passes on the visual polish to really make this functional. One of the biggest issues is the screen size (imo)... this is just more involved because I'll need to make several sizes of the same pixels and I'm still not sure I have the full set of information yet that's needed to make the visual upgrade viable.