Ooooh tasty navigation video game just for me... I have a lot of thoughts, almost all of which are noticeable scope-increasers but nonetheless.
I strongly suspected that encounter rate differed by terrain, but like you noted, it's hard to tell - much more extreme values and/or exposing how far the player can travel until they hit their next encounter (either with a very obvious meter or something more vague a la FF13-2/Legend of the Dragoon) could help a lot I think? If the forests had a significantly lower encounter rate, that could offer a reason to traverse more dense forested areas in cases where your encounter meter is still low (although I could see an argument that deciding where to go based on a very abstracted meter/intentionally getting into an encounter to lower the meter before traversing certain areas would feel overly game-y). Hmmm... if you wanted to disincentivize the player from running in circles in safer areas to get into a fight and reset their meter, you could have the game on a timer to push back... I'm getting carried away lol
As I think on it, unique map interactions could also be really neat - if you had a shortish-range teleport that cost a *ton* of MP, you could maybe use it to hop over small areas of particularly dangerous terrain, but high MP cost would mean you would need to specifically determine where you could make the best use of it. Many possibilities here... this is the thing that my brain gets most excited about.
One thing I did wish for was some spice during combat - once you've learned the best way to handle each encounter, it starts to feel very repetitive, and like a somewhat overly-protracted way to subtract resources, which is the most interesting part of those encounters. Really though, a smaller map and more limited scope as you noted would likely have helped a lot with this, and would have also be much more feasible to accomplish within the time limit than any sort of wrinkle you could have added to combat.
I did personally enjoy the process of acquiring the knowledge I needed to make decisions - while I get wanting to de-prioritize that, imo it's still fun to have a run that just goes tragically wrong and then take all that information into a much cleaner run. I needed to spend time roughly learning the terrain and where each sheep was anyway, rolling terrain-rule-learning into that didn't feel like too much extra work. That said, I would grant that this rule-learning seems like it could (and did, checking the bsky replies) risk confusing players who are less immediately keyed in to what the game is trying to do, so yeah maybe some extra clarity would be for the best lol
Also, to respond directly to some of the clarity questions (bearing in mind that I am a game designer with a strong taste for navigation and so am significantly quicker to clue into these things):
- Walking on hills feels weird, yeah - I did it on accident and was surprised to find that they weren't solid. That could def. confuse people.
- Yeah, I had no idea that Ankle Melters could be safely escaped even with sheep in the party - their design made me suspicious that it would be possible, but I wasn't willing to take that risk. The all-target spell is cheap enough that this was a non-issue for me, but it also meant that ankle melters had no functional difference from dog goblins.
- The S-rank condition was actually relatively clear to me - I could see it being less so for other players, but since keeping the sheep alive without being able to heal them is "the objective" and there's no mention of total time, I was able to parse that pretty quickly.
- It is clear, though not immediately, that running away becomes significantly less reliable after picking up a sheep (to the point that there's no reason to bother running if you're going for a high rank). I had to lose some sheep before realizing this, but the game's like 10 minutes long idk just run it back.
But yeah, I enjoyed this a lot! I think of all the 1-hour games you've made so far, this is the one that has made me go "ooh i want to make something like this" the most, haha







