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Did you try adjusting the settings? Dropping to medium or ticking dynamic resolution should help ensure a target framerate is met.

That has helped, I will give it another try. I hadn’t realized there was a settings menu (accessible via ‘Esc’).

(+1)

Ok, finished the tutorial/demo. I think the full game looks good, though hopefully the tutorial process is less laborious there– I don’t like it when tutorials force me to take game actions, especially bad ones.

Overall, I think the sigil drawing is fun, though it will slow down combat too much for some people, but I think that’s okay; a game doesn’t have to be for everyone. Although I think the balance is fine, the language used in the tutorial makes me think that you think reserves are hard to replenish, which is false because you can convert unspent blots to ink by default and there’s no time limit on fights so any weak enemy you can leave alive is a full replenishment of your reserves at the end of a fight provided you can heal at all (one negative healing trait is fine, but two stacks would prevent this).

Also the shield slam sigil doesn’t work currently (it does 0 damage when consuming shield as well)

(1 edit)

This feedback is excellent thank you for taking the time to give our game another shot after your initial difficulties. Then coming back with this detailed feedback is great for a small team. We would love to get you in our discord as we move into our steam page launch and alpha demo of chapter 1.

Regarding stalling on weaker enemies to heal this is one consideration we have had with the original press the attack resolution and skip action phase. For class's themselves in the full game we have adjusted the resolution actions to be more thematic to each class. In addition to this later enemies and encounters may have scaling mechanics or page corruptions over time. I do think for early encounters I don't mind a bit of safety and stalling but should be balanced with risk vs reward, better loot drops etc.