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Thank you for taking the time to write all this out! Appreciate the feedback. I read all of it, and I can understand some of the concerns you raised.

UI is hard to read

  • A few people have gotten confused by quest nodes, so I did an update to hopefully make things a bit clearer. I also updated the green exclamation mark to have a stronger outline. It will remain green (at least for now) since yellow is used to indicate new nodes.

Confusing terminology/mechanics

  • "Focus" - I updated the Proven Farmhand quest to say "Unlock Attribute Training" rather than "Unlock Focus". That should clarify what you are getting exactly. But for the encounter UI, "Focus" seems the most appropriate word since it's about the stat you are focusing on.
  • "Foreseen" - Means that you are able to see a node ahead of time. I can't think of a better word.
  • "Piety" - This is just your "Holy" skill. Hovering it in the Training tab gives more detail.
  • Wonder (the rainbow currency) - It's meant to be dreamy, so you have the right idea. It's a bit abstract so there isn't more to say about what it is. It's only spent on dreams right now, but it will be used for more in the future.
  • Stat icons on item tooltips - This seems to be a point of confusion for many, so I did what I could to address it in the recent update. This info is used to denote attribute scaling. For example: some weapons gain a stronger benefit from Strength, others a stronger benefit from Dexterity, and so on.

Other

  • "Maybe make combat more interactive at the start" - What would you want here? You already begin with one active ability you can use to speed up combat.
  • Mobile - If it does well on Steam it may be considered.
  • Character customization - This may happen at some point but it's not a priority right now.


I may end up adding some kind of small Encyclopedia as you suggest, we'll see.

thanks for responding. I played the update a little and I think the UI makes quite a bit more sense now. (though, it's probably better to see a new player comment on this since a new player would lack the context I already had.)

when I said combat should be more interactive at the start it was mainly just a side idea I had because of the fact early game might shake some players off due to being more passive but it doesn't really matter that much. at the time I just put it in and didn't have any ideas on how it could theoretically be implemented. 

however, I did figure out two ways to make combat more interactive just now but neither of them seem super good to me:

1, piety shields.

maybe there could be a cooldown ability where you can summon a shield to block hits or parry them from a certain direction.

2, select targets.

choose what the character locks onto. might work best on ranged builds.

misc stuff:

I also still really think the encyclopedia is a good idea since it fixes most issues.

maybe have some text during the tutorial tell you about the pause button in the bottom right. from what I remember, the tutorial doesn't tell you this and some people might end up never seeing it and wasting their run.