Thanks for taking the time to play and leave detailed feedback, Merlin. I think your central criticism is fair: progression needs meaningful reasons to exist.
Your synchronized-boss example is exactly the kind of idea I find interesting. I want professions, equipment and character progression to eventually feed into hand-authored dungeons, quest chains, bosses and shared objectives that actually benefit from other players. The procedural world gave me a huge foundation, and I’ve been concentrating on getting crafting and progression working. The next challenge is filling that foundation with memorable places and reasons to use everything you’ve built.
I also read your in-game feedback. I’m planning changes to make the map less visually noisy, along the lines you suggested. The middle chests should be working in the current version, but please let me know if you still find one that isn’t.
Regarding the No AI tag: I used it to mean that the game contains no AI-generated artwork, audio or game content. The art comes from the well-known Urizen 1-bit tileset, which predates the current generative-AI boom. I hand-code and design the game, while using AI as a programming assistant. I’ve tried to be upfront about that. However, if itch intends “No AI” to mean no AI assistance anywhere in development, then I’ll correct the tag rather than misrepresent the project. If any AI involvement is a deal breaker for you, I completely understand.
You’re right that Bitiverse currently has more systems than meaningful destinations for those systems. I appreciate you being direct about itand especially that you want to see the project continue. That is exactly what I intend to work on.
- Fortisq