Fun, fantasic art work, but a few suggestions:
- Levels currently do very little, weapon exp have way more importance, a suggestion is to add level requirements to weapons, earning skill/perk points that can be used to upgrade attacks or add poison or fire or you invest the points to start magic.
- If none of the above, another suggestion is to remove the main leveling and stick to skill/weapon exp levels and add a clear reason to earn exp in those skills/weapons, example: earn fist exp to do more overall damage. Earn distance exp to speed up auto attack. Earn eating exp to heal more over time
- as it currently is, there's no use in using another weapon, once you pick one and earned a level there's no reason to switch to another weapon as it will always do more damage even if your sword is 12 damage vs a basic spear that does 25. Also there's only one correct weapon choice due to the in-game storylines
- a suggestion is to add buyable training weapons, basic weapons that do less damage but earn way more weapon exp if its lower than highest weapon level and earn more weapon exp the harder the enemy
- next is the coin problem, there's very little spend your money on, once you buy the most expensive thing at 10 platinum, there's no reason to buy anything else unless you're buying arrows that can't be found anywhere else. But as listed above there's no reason to switch to bow & arrows as you will only be disadvantaged in weapon levels by the time you find the seller
- last issue i have is the way the story is being delivered, when you click the storyline it gets added to the logs but it will immediately get pushed away with the combat messages. a suggestion is a seperate tab where story messages gets added
- suggestion for food: as it's shown in the main town there's natural and processed food, and food adds to pool of energy that can then heal you. This is great, and should expanded, first is to greatly lower the energy given by natural food and to add an area to cook food, such as turning berries to wine, meat into ham, ham and wine into porkchops, etc, and the more complex the dish/rarer the ingredents the more energy it gives. This can also be a good place to act as a money sink, more complex dishes with rare ingredents should cost more to make
- final suggestion: crafting, maybe add a station to break down loot to make better equipment over hoping you randomly loot the better stuff off harder enemies, and maybe you can use some materials to upgrade current equipment to about +3 levels so story important loot can still outperform anything you make for a while. Crafting can also be a money sink similar to making food
