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.