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(+2)

The onboarding needs significant work. I dont think its enough to accept the sheer volume of reading at the beginning of this game. Clicking through 44 (Yes, 44!) screens is far too much, particularly when there are multiple options to consider, each with their own reading, on each of those screens.

Its not clear at all what you are even doing as a player during that incredibly long setup. There aren't clear headings for "SELECT PARTY MEMBER 2" for example.

After I clicked through and then wanted to FIGHT GHOSTS I had to drag 4 races onto the party, 9 items, 13 upgrades, and 4 relics. 70 clicks, and countless reading before the option to even start is really presented. I was lost as a player forever by then and I suspect many others are the same. I dont think its worth commenting on anything after that point as there is so much friction before even starting, that I think reworking that should be your entire focus. Audio, the fact the game is entirely just a Claude gen, UI clarity, honestly none of it matters until this player onboarding is reworked and made far more pain free, because you will be losing quite a lot of potential players before they ever get to the actual battling.

Best of luck with your game. 

thank you for that feedback kind sir! That's what i was most scared about. I'll have to reconsider how to do that so its not that deterrent while still keeping unique approach that you first assemble whole team then you watch fights between progression between fights. 

(+1)

No problem, happy to playtest.

Ill add some further notes here, but they are not extensive. Once you have improved the onboarding Im happy to play again and offer you some more detailed feedback on the actual core of loop of the game.

For now, here is some additional feedback outside the onboarding comments:

- Watching the battles play out is actually quite satisfying. I think youve done a good job on making it feel like a battle is taking place.

- Having an ordered log of attacks would be useful as battles can be a bit chaotic. 

- The placement of your team vs the enemy team on the battle screen is not immediately clear to me. You could separate your 4 from the enemy 4 a little bit more, maybe with a "VS" in between.

On the onboarding, I suggest having a QUICK and ADVANCED option, or at the very least, add pre made selections for the characters, so people can get to the battling in about 90% less clicks. I understand your desire to show off the customization, but having some presets, or the ability to create a pre-set character and then RANDOMIZE the abilities, upgrades etc would be pretty useful. At least that way most of the setup is done for people, and as they play and learn, and fail, they could choose to try again and put more time into the ADVANCED customization. Right now that barrier for entry is too high. 

Hey. I took what you wrote to heart (and what my friends also criticized when they tested the game) and decided to change the gameplay loop to a more classic one: draft -> battle -> draft -> battle

That, along with a few other improvements I’m planning, should make onboarding easier, Additionally, I’ve weighed the pros and cons of this system change, and even for experienced players, it might turn out to be a change for the better (less fatigue after a long drafting session—every decision becomes more important, your build has to be strong at every stage, not just in the late game, fantasy, etc.) 

I’ll try to implement this new system, and when it’s ready for testing, I’ll ask you for your feedback. Thanks a lot once again.

I have worked for 9 hours straight to improve the onboarding and few other systems and now im super happy with the results. I would love to hear your feedback again, when you get the chance to play it.

(+1)

Ill put some time in later this weekend and give you some feedback :) For now, take a break, and make sure you drink some water and move from your chair :)