It would be nice if there was "speedrun" mode where you got maybe a 3 second wait and then just play instead of having to wait every time you play. Still fun though.
Are you still working on this game? It seems unfinished (Enemies and weapons with no sprites, lack of automation customation, and from what people are saying it looks like no challenges even though there is a tab for it), but you already made 3 other games since you stopped updating this one.
Also deals selling lower level materials become useless late game because of the trade cap. An upgrade increasing the trade cap or not giving those deals would be useful.
It would be nice to get a way to only get good deals late game, and to be able to request certain materials even if it makes people try to rip you off. An auto trade would also be cool, especially if you could upgrade it to become more efficient.
If would be nice if there wasn't a little pause after you clear most of a card when it (I assume) calculates your score for the card, although that might just be my computer.
I think it would be cool to have different followers for auto battle, for example one might help you switch to the most effective weapon in your inventory, one might take items back, one might only fight one type of enemy, One might help with skill level ups, stuff like that.
Are we supposed to be able to craft pickaxes? Because they're listed in the hammer skill but I don't get the option in the smithy. Also as stated by other people the helpers are really expensive, so it would be good to either buff money making or lower the price. The only reason I was able to afford them was the bandit lord glitch lol. Last nitpick, the traveller in the easter trail says the man who tells you how to get to the swamp is in Kogoe town, but the man is in Uragota town. Of course he could have moved or something after he went crazy, but it seems like that was supposed to be a hint.
Is there a suggestion forum? I think it would be nice to know how long it would take to level up a thing to your target, not just the next level. But idk where to say it.
I like how the puzzle shows you how to solve it in a way by having the end of the "logical" path (going through a different door than the one you just went through) be forcing you back though the same door you just came through to show how the path changed. Good puzzle design.
:) thanks for the comment mate, you rock! :) I tried to design that puzzle 3 times, before it was fun and enjoyble. Not too short, not too long, not too difficult and not too easy. 3-8 minutes to be solved. :D Thanks again! Do you have any suggestion? Something that you would change? :)
It needs a mute button. There's good things about it too, but they've all already been said. But either I can't find the mute button or it doesn't have one, which is a grave sin for any game with music, no matter how good.
Sooo... the guy can't run to the left and shoot to the left at the same time, and there's a bug with dying while zoomed out and pressing the arrow keys that lets you stay a little zoomed out which is actually quite useful, though I doubt intended. Also really hard, though that's not a complaint. Maybe I'm just not good. I like how exploratory it feels. Altogether a good game. Just that not being able to jump while shooting to the left or shoot while jumping to the left thing is annoying. Unless that's the way it's supposed to be and the right is bugged. If it's like that then ignore this comment.
I usually like your games but I literally just started and glitched near the cane in the second time I had the ability to walk and I don't have the patience to sit through those cutscenes again. If there was a save function like in your other games or a reset character placement button to stop glitches like this or just a way to skip cutscenes I wouldn't mind as much.
Thanks for the suggestion! I'm looking into adding a speedrun mode with a more precise timer on screen and less waiting around.