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Vadeum

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A member registered Nov 29, 2021 · View creator page →

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(1 edit)

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

Yup I agree. Haven't gotten around to it yet but in a future update that will be resolved.

Thanks for the bug report!

Thank you for taking the time to write all this out! Appreciate the feedback. I read all of it, and I can understand some of the concerns you raised.

UI is hard to read

  • A few people have gotten confused by quest nodes, so I did an update to hopefully make things a bit clearer. I also updated the green exclamation mark to have a stronger outline. It will remain green (at least for now) since yellow is used to indicate new nodes.

Confusing terminology/mechanics

  • "Focus" - I updated the Proven Farmhand quest to say "Unlock Attribute Training" rather than "Unlock Focus". That should clarify what you are getting exactly. But for the encounter UI, "Focus" seems the most appropriate word since it's about the stat you are focusing on.
  • "Foreseen" - Means that you are able to see a node ahead of time. I can't think of a better word.
  • "Piety" - This is just your "Holy" skill. Hovering it in the Training tab gives more detail.
  • Wonder (the rainbow currency) - It's meant to be dreamy, so you have the right idea. It's a bit abstract so there isn't more to say about what it is. It's only spent on dreams right now, but it will be used for more in the future.
  • Stat icons on item tooltips - This seems to be a point of confusion for many, so I did what I could to address it in the recent update. This info is used to denote attribute scaling. For example: some weapons gain a stronger benefit from Strength, others a stronger benefit from Dexterity, and so on.

Other

  • "Maybe make combat more interactive at the start" - What would you want here? You already begin with one active ability you can use to speed up combat.
  • Mobile - If it does well on Steam it may be considered.
  • Character customization - This may happen at some point but it's not a priority right now.


I may end up adding some kind of small Encyclopedia as you suggest, we'll see.

It's on the desktop version, since the intended purpose was to let you migrate from web to desktop.

Hmm, can you describe how that happened? That way I can look into the bug. Assuming you are early on, you can pick "Early Retire" to start that run over by going into the save menu at the bottom-right.

Thanks, and noted. I'll consider selling it here also.

Thanks ❤️

The demo will get a bit more content and some new mechanics

Thanks for the info. I'm not sure how that could happen but I will investigate it.

Added in v0.13.9!

Added in v0.13.9!

Adding this in the next update.

Hmm that's very strange. Was it the same kind of enemies in both runs? Were they really high HP or damage?

It does not. For the staff INT and PER are the main stats you want. WIS helps too but not as much as the other two.

Thank you!! Aiming to release late this year.

Thanks! That means perception has more of an effect than it otherwise would. I do plan to make it clearer.

(2 edits)

Ah okay. Well, in the full game it's likely some origins will start in later regions like Valenthar. But yeah, otherwise you would need to manage your time. However:

  • There might be the possibility of building permanent shortcuts in the world, like a path through the woods
  • There may be ways to increase your life span
  • Meta-progression would significantly increase your overall strength so you progress through tier 1 regions faster 

That's understandable. I plan to break down those details in tooltips eventually. The gains from those stats vary based on the weapon you have equipped so it's something I'll show in the Gear tab.

Generally, you shouldn't swap weapons early on, so I adjusted the first trader to stop selling the weapon you aren't using. If you have some Valor, it can help you catch up train another physical weapon, but it's probably still not optimal in the demo at least.

For meta-progression, it's going to change/develop a lot. I agree it's not super rewarding right now.

When you say "where the paths split up", do you mean the woodlands and inn? The demo lets you go quite a bit beyond that, but how far a player gets in one life can vary a lot depending on playstyle.

Thanks for playing :)

It's really cool to see someone play the game firsthand. Gives me a perspective I can't always get from written feedback.

For your lore tab suggestion, I do plan to add a Journal tab. It would probably be unlocked in the 2nd or 3rd life so as not to overwhelm people. Overall, I've been thinking about ways to make things a little less overwhelming.

The suggestion for more reactivity around your accomplishments is good, and I'll see what I can do to expand on it. There's actually a bit of that in place. For example, if you remember Bess talking about the missing caravans, that’s something you can eventually resolve, and people will react to it while the world permanently changes.

Glad you're enjoying it! I do plan on a mac version at some point, I'll have to look into what Apple requires.

Thanks for the feedback. I plan on some changes to the aging system. It'd help to know a little more about experience. Do you play more idle or active? What adjustment would make it feel like you could do enough?

Will address this in a future update.

Just pushed an update that should fix this. If you reload the page again the forest locations should be there.

Will add an import button soon!

Oof sorry that happened. Thanks for letting me know, I'll look into the issue and get it fixed as soon as I can.

Hmm, unless there was a bug you should be able to click "Retire" in the "Legend" tab (4th tab). Or "Early Retire" in the save menu (bottom-right icon).

Glad you liked it! I'll look into that issue.