I'm still not sold on the UI but I realized having actions hidden under the "interact" button was likely making this needlessly hard.
- "Look" to reveal interactable items (I'm wiring in flag so portals always show, some other items).
- Glance (direction) so you aren't caught by surprise
- Rest / Tend Wounds
- Sleep
- Power-specific actions
- etc
Regarding the point/setting I had some basic back-story create something (redemption/clear name/dept etc..) but it's pretty generic. I may keep parts of it but I'll redo this for the main "story" element, which is to have a successful dungeon crawl team. (Future concept).
Right now you can just go defeat mobs, and s*x ppl but obviously that'll get boring. Once the memory and autonomy is built up enough you will want to have team-mates that support you durring the turn-based group battles.
Toying with some tropes but not sure yet on the finish mode.
Also going to flush out the intereaction with Dieties more, as if they have their own goals but boundaries in place it will add some fun flavor.
At the moment each time you go through a portal, the mobs get stronger, and the euipment gets stronger. So you can grind if you want, but will try to get some fresh mechanics in place to hopefully not make it too boring.