I appreciate the feedback! I'm looking to get the next update out this weekend - lots of combat changes included.
The codex will also be enabled with the next update.
nice update! the difficulty feels much better - I actively have to use my jump to avoid swarms of enemies. I also found I planted more trees so I could have more restored area to fall back to.
ui updates feel good too. I felt more connected to what was going on around the character. overall nice work.
I have a lot more ideas I can share if you're interested. let me know
Solid stuff! I unlocked the tech tree and started automating the spawning/killing/looting of anomalies. Realizing how the mainframe worked was a neat 'aha!' moment. There was a point where I upgraded the mainframe because I could and didn't realize it was causing the cost of the mainframe processing to increase. That put me in a situation where my energy generation was not ready to deal with that and my progress slowed drastically. Other than that, pretty smooth experience. Nice job
saw your post on r/playmygame. played about 20 minutes worth, here are my thoughts:
Difficulty
I played 4 runs on Smog Valley - 1 on Haze, 1 on Smog, and 2 on Blight difficulty. I didn't look at the controls first so I just ran around for the first two runs restoring the shrines and just fighting off enemies until they stopped spawning. Not much challenge in the first 2 difficulties; I was able to complete both runs. Then I unlocked a bunch of stuff and tried the Blight difficulty - this is closer to what I feel the medium difficulty should be.
UI
I have a hard time glancing around the screen for key info in games like this so I prefer when the health and skills are close to the player model. Look at games like https://store.steampowered.com/app/2321470/Deep_Rock_Galactic_Survivor/ for a good example. I would suggest considering if a health/stamina bar make more sense than a more minimal count system. You might have 3-5 hit points and 2-3 jump charges.
Game feel
I think it would be cool to build on the idea of restoring the map giving the character more options in play. For example maybe the jump doesn't do much on barren ground but if you land in water it could send a ripple outward damaging enemies. Or landing in tall grass could kick up pollen and leave a cloud that lingers and hurts enemies over time.
I didn't feel like planting trees and restoring shrines did much for me. I also didn't understand what the seed burst was doing. So I would suggest having each of the state changes feel meaningful - the player should get a sense of what is happening around them through sound and visual changes that don't just get drowned out by noise.
overall I think this could be a neat little game. I'll check out future updates