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It has potential to be good, and has elements I liked, but the elements I hated, overcome the current good in the game. Specifically:
1) Talents often are generated that you have no hope of ever getting, but you have 3 redos before you are stuck with talents that may not be useful to you. At one point, I had accumulated 14 talent points, but none of the available ones I had the requirements for or gave a benefit that didn't help my build. 

2) The talents list off requirements for them that sometimes isn't clear on how to meet them. Like Hunting or Mining. I don't know how to get them in the current demo. Clearly I'm missing paths or not buying RP related things. 

3) There is no listing of other "skills". Like Social. So its impossible to know what my skill is until the talent or such allows me to take it. 

4) I don't like that you often have to exit out of a dungeon raid midway to visit a new location. So you waste "days" doing so. As you can't choose a new raid, once at the score screen. 

5) Its not always clear what my actions are levelling up. Like I use my click power as farmer. Is it giving XP towards intelligence or wisdom? Or is it just giving it to a skill? Or is it doing nothing. 

6) There is labels in the UI with no explanation. Like what the heck is Guardian Spirit, as the farmer? In the jobs you have 0/12 energy, and then jobs take energy. But they don't tell you how much energy, so you have to guess. And how to get more energy? I see I can lose max energy by being older. 

7) The game doesn't do a good job and states if you auto-retire on death or you have to retire before death to retain your prestige points. And its not safe to assume as some games like Progress Knight do auto-retire, and other games causes you to lose everything if you die that run or suffer huge penalties. 

8) Finally, the biggest negative is the prestige system. I thought I was going to get a lot of unlocks by having 126 points accumulated. I could only afford 2 prestige unlocks, one at 40 and one at 80. These didn't really make the next playthrough feel faster, and so I lost interest and uninstalled it. 

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Now it could simply be that I'm not your target audience and they might be fine with the above stuff. But for me looking for a neat indie idler + active gameplay loop, it didn't click for me for the above issues. If I'm not the target audience that is fine; hope you find your audience. But if those are things you are willing to address/change, then the game might be for me. 

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I really appreciate you taking the time to write out your thoughts! 

1) The talents that become available depend on what you train. That said, there is a limited number of them in the demo, but the requirements should be reasonable to attain. If you don't have the requirements and the talent is something you would want, it's meant to act as a goal, otherwise you can dismiss them. But in the future the chance for talents to show will be more skewed to ones you have the requirements for. Also, dismissals will more heavily lower the chance to see that particular talent again.

2) All those things are trainable in the demo early on. There is a hunting job unlock from the first forest node and a mining job unlock from the first caves node. When you hover job unlocks in the chronicle the tooltip will display which stat and skill it trains.

3) Are you saying you couldn't see your Social lvl? It should be listed in the Training tab. What resolution were you playing with?

4) There will be a way to queue up your next location.

5) I can understand it being unclear for combat. The click power is training Piety. I have to be careful because tooltips can become too bloated if I share every little bit of information like "Trains XYZ". But if you hover Guardian Spirit, under the name you will see the tag "Piety". As for XP, in combat you will only ever gain attribute XP to the attribute you selected in the Focus menu.

6) Other than what you mentioned, which labels were unclear to you? You can hover Guardian Spirit in the combat UI for more info, and there is a little tutorial for active abilities. What was confusing about it? Jobs do tell you how much energy they take. It's to the right of their name when you hover them in the list.

7) There is no penalty to retire. But I guess you were worried that there was one? You can do it early if you are done with that run, otherwise you can keep on until your character dies from old age. Either way you take the legacy + heirlooms onwards.

8) I'll keep your feedback in mind. The meta-progression isn't finished, most likely it gets reworked significantly. But it will likely stay on the lighter side power scaling wise, because:

  • One of the main sources of replayability is meant to be experiencing new origins like starting as a Street Rat beggar, or a Prisoner and having to escape
  • Your deeds in prior lives make things easier for your future lives
  • You can get heirlooms from things you do in the life and not just from the legacy shop

Thanks for the reply. Some comments:
1) Well I kept getting talents that required 2-3 points, but the requirements were way beyond what I had available. Or I didn't understand what the requirement was and thus how to get to them. And the reason I had issue with the dismissal system is that I dismissed the same talent 3 times in a row, and then finally it gave me a new talent. Really bad luck I know, but still. It shouldn't consume a dismissal action, if you get the same talent back. 

2) Ahhh, well, I didn't go into the forest or the cave. That would explain that. But, why did I get talents for those activities when I didn't go into them?

3) Nope. Couldn't see my social level. Or wasn't looking in the right space. Was running standard maximized screen, on my 1920x1080 monitor. I could read the text of other things. 

4) Good to know.

5) Ahh but therein is the issue. I didn't know where Guardian Spirit was, and thus could hover over it. I just say the name mentioned in other tooltips and was confused on why I didn't have Guardian Spirit somewhere I could look at it. 

If you only get xp for the thing you focus on, what is the xp you get at the end of a raid? Is that for character xp?

6) Most of the little tutorials pop up, when I'm trying to understand something else, and then click out of them. Then realize that was dumb, but as I was already struggling to learn something else, I didn't want to overload my brain... because once its overloaded, I often ragequit. But then there was no way to get the tooltip back, so a lot of my struggle is because of that. My main issue otherwise, was finding things to hover over to provide a tooltip. 

7) No, my concern was there a penalty if you let your character die. 

8) I'm fine for it being lighter on the power scaling, as long as it helps you to bypass the early game faster each time you take a metaprogression. The issue is I didn't feel my options really helped in that regard. 800 gold felt like a pittance and the others for +10% xp didn't seem to get me past the early game that much faster. 

How do deeds in prior lives affect future ones, when there isn't a time loop? I'm confused. I did try out a different starter life as the librarian, but from my 30 minutes playing them before getting bored, didn't seem like any of the things I did made any difference. 

Not sure what you mean by legacy shop. I also only found one heirloom, a ring buried in my farm, and only because I got a talent that gave 2 dreams.