In the interest of saving people some clicking, for repetitive clicks (such as buying mass amounts of salt), click on what you want to do once (such as gutting bears), and then hold enter.
3) I think you can do better for the skill/inventory split UI. There's obviously a lot of different solutions, but one thing I can think of is that it would be helpful to see your progress on the skill you're currently working on in the Inventory screen. It'll take some effort, but it's well-worth reworking the inventory screen as a whole. Scrolling up and down the inventory screen is not very efficient. Most MMORPGs use a square interface for inventory, where you see rows and rows of icons for items you have obtained. I would like to see something similar, but at the very least, consider making the inventory screen so you can see two items for every row.
Good game though. Reminds me a lot of the iOS game Dawn of Crafting. Keep at it!
UI is something I've been working on since the start, but it definitely needs more work. I like your ideas about seeing your current skill progress. I'll see what I can do about a square icon mode for the inventory. Thanks for all this feedback!
Some possible suggestions: 1) Show your current gold near where you can see your HP, and let this information be shown on the skills tab as well. I often go back and forth between skills and items, so this would be helpful.
2) This game is in serious need of improvement of the help screen. It took me hours before I realized that items had hover text. Combat's a bit confusing. A, I didn't realize that you could find different mobs at the start, so I kept trying to beat the 100-hp mob for a while. B, tell the player about making sushi for healing. I spent some time smithing and selling to be able to afford the 100-coin rest at the inn, which isn't the best idea.
The game definitely needs some better tutorials in the beginning. I'll also rework the help screen soon. Thanks for the feedback! I really appreciate it.
On the newspaper puzzle, the spelling/grammar made me think there was something going on with the words like a cipher or something like that, until I realized the real solution. Talk about overthinking it haha.
My guess is Blizzard happened, copyright Blah Blah Blah. That or a Giant Ant ate it for breakfast. I haven't played the Expansion game for quite some time, so it's a surprise to me.
I find it incredible that with the many comments that I've read, I still enjoyed the game and had a relatively easy path to the badge of the day. I started with a 1 star for the game, where I usually give a default 3 stars, and ended up bumping it up to a 4. I disagree completely with the people saying the controls suck. They don't. Sure they're not perfect, but they're not horrible either. Give this game a chance. One piece of advice though, make sure to go into help and read through the controls. There are some non-obvious things that you'll see in the hints before a challenge, but they are covered in help.
Level 13(Ctd): Place a runner on A. It doesn't matter when you place the first one, as the runner that will hit the giant button will not be in sync with the runners above. Do the same thing with B, but do NOT place the runner yet. Ideally you want the B runner to hit the first block to the right, and then immediately the A runner hits the following block. Once you have these set, jump down and wait for your moment of truth. The perfect run is you run through the first two blocks, the big block opens, you go through, and the last two blocks open, all without you needing to stop. Don't get frustrated it took me between 10-15 tries to get it with this exact strategy. Good luck :D
Level 13: Let's do this! Start by releasing one running/jumping Boxman to the left. When that Boxman reaches the wall to the right, release another running/jumping Boxman to the right. It doesn't have to be exactly perfect and eventually, they'll be on the 2-split button together, but I'd restart if it'll take them awhile to get it. Next, The above platform consists of two pieces, A is to the left, B is to the right. Start with A. Notice there are tick marks on the platform and a slab with a face on the top. You want to place Standers (one on each side) on the first tick mark that is outside the slab.
Level 12: There isn't too much for me to say. This is a basic partner level, and it's somewhat mild compared to level 11. You need to go left, and your clone Boxman needs to go right. Your button will work on the spike and for getting power to move the moving platform. On the hippo-spike obstacle, try to jump early so that when you hit the spike your partner will have made it disappear. This is purely timing, and much like a SMB level, you'll eventually get it.
Level 11: Let's talk about crouched Boxmen. You want one of them at every jump EXCEPT the gap where it goes from a high pillar to a smaller pillar. Skip the pillar(that is, the highest pillar will be skipped). The Boxmen on the following pillar must be near the edge of the pillar for this to work right. Then, you will have two Boxmen left. Great! Use one of the Boxmen as a running Boxmen to power the generator (as it runs to its death). Pray like hell, and use the last boxmen to run across the gaps as you jump down (remember the double jump level). Power the generator by running back and forth. Do NOT jiggle the left and right keys. That will not work.
Level 10: Place crouched Boxmen at the far left, far right, and one on the left edge of the small gap. Release running Boxmen at far right heading left. If done right, Boxmen should jump the gap, jump on the invisible wall to the left, jump back, and keep running until it misses the first switch. From there on out, it's about being fast and precise.
UI is something I've been working on since the start, but it definitely needs more work. I like your ideas about seeing your current skill progress. I'll see what I can do about a square icon mode for the inventory. Thanks for all this feedback!