With what I played I feel automation might need to be a thing given how short the days are. I can only assume your going to do something with the day night cycle after all. Then there's the fact that everyone is super needy.
Still had fun.
So I feel that the other side has some obscene height gain.
Maybe make countering the card that say have x resource and this dose nothing change to give the player x size from them for countering.
Also because of the nature of the one battle then ending I noticed I started to developed the bad habit of dragging out the fight just to see things.
Would it be possible to just have it loop the two characters back to back endlessly for now?
1. I broke the max capacity
2. Can't use the blacksmith at all (Might not even be implemented)
3. I think Petar just might be a kind of eldritch monster cosplaying a human because he doesn't seem to eat or sleep at all.
4. Regardless of 3 I hope Petar gets his own upgrades outside of recipes like a cure for his condition.
5. Would like for the count down for eating contests to add 5-10 seconds every time the player finishes a meal (so I can out gut that bitch at the guild contest)
So is there a way to dump large amounts of height so I can go back and actually fight some of the things that I quickly grew to instant crush height before even getting to the location, is there anything tied to the statue in the basement tunnel or is it simply fluff text, And is there a way to actually get a pass for the city or am I forced to fight the gate guards?
On my third loop and can't bring my self to do the fairy side quest again. Anyways
-Dia, Fragment of gluttony targets and heals the opponent instead of the player
-Lilith old flame event has "Reversed" outcomes where giving her away allows you to reenter the shop and do the event again while saving her locks you out for good in that loop.
I enjoy this game so I'm going to mention some of the problems I found that I didn't see in the comments even if I'm not playing the latest version.
Blessings of Baal - breaks the players health bar making them immortal and if the opponent uses a drain card they also become immortal making closing the game the only option.
The fairy side quest - up until the final minion fight all the others immediately give up I don't know if it's intentional or not. -The minions you fight before the final boss part all have stupid high HP for the damage fairy cards put out. 1500hp then 2500hp after being dropped to 700 hp I managed to cut down a battle to around 15 mins by burning away all my cards until I only had the special heal card and fairy hunter.
-I cant disable battle animations even though I can't see them because of the background, This is has caused me to actively avoid cards with long animations tied to them.
-Some eliminated characters are still being treated as in the game but they can never be seen on the map.
Anyways I enjoy the game, stumbling into an ending because I wanted to keep the last two characters from being eliminated was funny and got me a pretty nice card for the NG+
What are your future plans for this and just how far are you going to take it? will you keep it simple or will you add things like slowing down the more there are inside her maybe falling on her back immobilization when she has to many inside her or being unable to keep them in when they duplicate to much for her to handle? maybe even go so far as to have a game over state when she's unable to get back up because there are to many around her or even a much darker game over state where she just die's as her body can't handle the sheer numbers?
Important questions first- Is there a head piece to the hostbun "Set" or am I wasting my time.
Dose sitting do anything?
Now on to my impressions - The hard catacomb gives off a much more dungeon feel then anything else with it's spinning traps but the miasma's have far to much health in relation to anything else in the dungeon while everything else has far to much stretch range for their attacks.
I find that everything in the dungeon moves towards the player at a speed just above a fair level.
The thing that hurts the most is whenever the boss chest drop's something the player can't actually use.
Suggestions- Weigh the boss loot in the favor of the player's class.
A way to directly fight the boss after beating it 1 - 5 times per difficultly level.
A way to add small upgrades to item stats for a growing crown cost.
A few area's with scaling enemies so players can grind into oblivion.
An intrusive thought you can and should ignore- A weight system where over using consumables causes the player to become overweight making movement itself drain stamina resulting in the player having to sit still until stamina fully charges if they drain it completely as well as the possibility of the player being forced to sit for a full minute if they just don't stop abusing the items, weight would be lost through movement.
Again you can and should ignore that last thought.