Also my friend group has discovered that there is more than one imprint per element. Which instantly at least doubles the amount of runs we'd have to do. Probably a lot more because of the diminishing chances to get an imprint. If you're going to make so many at least make it easier to get back to the wilderness.
Arcanestomper
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The wilderness is pretty boring. You pick an option and just leave it running. But the affinity gain is pretty weak, and there really isn't a reason to try and get qi. The martial will is nice, but the only thing is does is let you survive a little bit long in the wilderness. Which means the only reason to go to the wilderness is for the imprints. Which have a single roll to be discovered with a relatively low chance.
That means the best thing to do is to go to the wilderness select any of the activites and wait for a decade or two. Then manually restart and do it again. Over and over. With no real variance between the different wilderness regions. Doing 45 dual element towns was already a lot, but at least they had marginally different narratives. The wildernesses is only distinguished by a few lines of description.
At least give us a way to increase the chance of finding something. As it is just not worth doing. Plus it seems to imply that there are ways to progress deeper, but once you go to a wilderness area you're stuck. You can't go back. You can't go to a different region. You can't even go from a mono region to a dual region. So unless you get the imprint its basically a wasted life.
There should probably be a way to specifically train your body once you leave Willowbrook.
Relatedly once you get to the point where you can beat the tide it would be nice if you could just select a button on the tide call itself to make your choice. Instead of having to go through the full event.
Sometimes when you go back to willowbrook from the harmonized town it doesn't give you the correct life activitites.
I have a number of friends who cannot consistently hit the highest speeds. We have been discussing and think that the current time simulation is going to have problems going forward. This patch note says that later content will require even higher acceleration.
Well if someone can't make 1,000 acceleration now, then the fact that it scales isn't going to help them when 5,000 acceleration is added. They'll be stuck at whatever the best their computer can handle is.
If I just leave the game open in a tab it doesn't seem to accumulate any time points. That means leaving it running while I do other things is actively detrimental at least at the point I'm at. Because it will pause at a major decision and neither do anything nor accumulate time points until I check it again.
I was playing on normal, and I found that I had time to maybe cultivate and make one pill each time at most and it wasn't enough.
It's possible that I could have done a bit more if I had let the monsters beat on my base. But that doesn't feel intuitive. Especially since the tutorial is pretty insistent on responding quickly.
Monks were also completely useless. They got deleted by enemies instantly. I stopped rehiring them after wave 4 because it felt like a waste of spirit stones.
This game is pretty brutal. By the time I got to wave 6 I was far behind enough that the next wave spawned before I could kill the first one. That was the point I knew I had lost the run.
But the problem is that the monsters are too easy to kite. I flew around them in circles and kept them from killing my base for another 3 waves. And I probably could have kept going longer but I got bored and just let them kill it.
If you're going to make it so hard to defend at least make losing faster so we can do another run quickly.
There are too many painful points to list them all. If you absolutely insist that the player need to do it manually, then at least give each skill its own dedicated training spot.
I will list four examples.
First the menar tree that you can't cut down. This is good because you can just spam the action key. There's no unnecessary dialogue. You don't stop training until you want to.
Second the crystal ball in the reliquary. It has two options, mana control and starsight. You can't spam the action button if you want to do starsight because it defaults to mana control. So you have to navigate the menu and push enter each time. Which takes longer even if you do it right, and if you do it wrong, well that's a wasted action.
Third reading the books in the office. You select the book from the list, and then it takes you to a continue or leave menu instead of back to the full book list. This lets you spam the action button. This is much better. If you're going to have spots that can train more than one thing do it like this please.
Fourth woodworking with menar wood. Mr. Harris exclaims "Where did you get that!" and then pauses every single time before it gets to the menu to actually do something. There is admittedly not a lot of menar wood so you can't really spam it. But you can still do it several times in a loop so it gets annoying. It's also weird. Why is he questioning me about Menar wood when he literally just said that. Maybe only have him do it the first time each loop.
In summary, I don't mind the grind so much as all the unnecessary button presses and waiting. Lets us just mash the action key if we want to train something. Training the different magic things is also painful because even though you can just hit the action button it has several lines of dialogue each time.
Alright after defeating the world tree sapling I have a few comments.
1. A lot of the time in combat I ended up defending in order to regain stamina. That would be fine until I got more than two actions. At which point I had to press defend a whole bunch of times and you only get stamina once per turn. That was a lot of unnecessary button presses. It would be good if there was a skill to regain stamina or a way to just defend and pass the entire turn.
2. In a similar vein spamming the buttons to do an action multiple times was painful. I mean literally painful. My hand hurts now. Some of the actions defaulted to the same button, like chopping menar wood, and even that was rough. But the ones where it exited the menu and you had to go back were even worse. And the ones where you had to navigate to a specific dialogue option were just terrible.
This was why the clock option to skip a loop was useless. Having to scroll down to the required choice each time, and read the time dialogue, and get back and scroll again, 15 times. Was just too much time and work. It was legitimately faster to just run down to the specific activity.
Let the clock just spend all 15 actions on the same action. There's almost no reason you'll want to train different actions in the same loop if you're doing the clock skip. Also let the classes be really impactful. They didn't seem to offer much training.
3. Some of the actions had a little bit of dialogue when you got to the point where they no longer offered training. Given the button spamming nature of it I missed most of these as they flashed up on the screen. Please have them repeat both so people can read them if they miss them. And so they don't waste time if they come back to the action later and forget they already finished it.
4. Some method of seeing how much experience we have in each skill would be nice. I've seen that sort of thing in rpg maker before so I'm pretty sure there's a plugin for it.
All that said I liked it. I think you have a good basis for a game here. I'm looking forward to your updates.