Hey Pegasus! Great to have you around. It's always a good surprise to be notified that you left a comment. Thank you!
I'm taking notes of your feedback; there are a lot of valuable insights I can take from it.
Something that sparked in my mind while reading your comment is that it can be summarized into one major issue:
The strategy and adventure elements are conflicting with the action elements and I'd rather focus on action.
I think you already read about that "Primary Colors of Game Design" framework I use in my game design process, but just to clarify:
- Action: the elements that test your reaction time to game events (movement and combat in Milkyway Mailing Inc.)
- Adventure: the elements that test your ability to reveal and connect information from the game world (the story, plot, and world-building in Milkyway Mailing Inc., for example, the dialogues)
- Strategy: the elements that test your ability to manage resources (health points, energy points, positioning, in near future, the skills and their effects).
From what you said, these elements are clashing: Dialogues appearing while I you were rather be focusing on moving and fighting, the energy preventing you from performing high leverage moves like dashing and teleporting, which are part of the movement system.
You even point out that, as it is, you'd rather have the previous movement system, with an elongated drag, low friction, and high inertia.
Would it be accurate to say that if the movement system gets more responsive and allows you to respond faster to the game events, you'd have a better experience? Or is it a personal preference for the "floaty" movement we had previously?