Lots of fun, but the animations need to be possible to speed up substantially. I find myself waiting a long time to click on the next card that I already know I want to play.
Josh
Recent community posts
I’m not suggesting that it bypass hunger or fatigue; I’m suggesting that it should affect the length of time it takes to run a node from the player’s perspective (including the passing of hunger and fatigue as normal during that time), but not the speed of animations or of movement. Movement should be independent of demon time, because it’s almost unusably fast with it, and painfully slow without it.
UI observation: the way that “demon time” makes both the background animation speed up and movement around the map speed up, is it just speeding up the overall game loop? That’s going to cause a whole variety of problems, and would explain several things people have observed here in the comments.
You may want to make it just a divisor for how long nodes take to complete, not a change to all time-based things in the game.
In particular, scrolling with the arrow keys should always be the same speed, something a little slower than the demon-time rate and much faster than the non-demon-time rate.
Yes, but most of it felt worth it, and contributed to making it an accomplishment.
The main thing that felt painful rather than providing a sense of accomplishment was chewing through Raw Materials to get Refined Salt randomly. Potash is available elsewhere now; it’d be nice to have a reliable way to refine salt as well. Doesn’t have to be a way to obtain it directly; it’d be satisfying if there were a way to make it that wasn’t up to chance. It feels like, there’s already a hugely random way to get a Screaming Mandrake quickly; Alchemy should be the slow-and-steady way to get it without dealing with randomness.
In its current state, I did it once for the achievement and the feeling of accomplishment, and now that it’s done, I don’t anticipate wanting to do it again.
Other than that, it was mildly annoying that many of the ways to obtain Alchemy used up precious resources that couldn’t be spared; I had to get almost all of the Alchemy from the Stale Soda / Arsenic mixing and from completions of the raw materials refinement while hoping for refined salts. But if not for the randomness, that would feel like a somewhat interesting puzzle: do you want to spend all your Alchemy effort and resources towards a single reliable Screaming Mandrake, or do you want to make all sorts of other potions instead?
One aspect of gameplay that's a bit annoying to repeat (minor spoiler)
It’s possible to walk past the void stone without rejecting magic, if you carefully get enough agility to cross the river to get to the logger’s camp without getting 10 magic. However, it’s annoying to do, because then you can’t expand most of your Shadow Comprehension tree, since much of it is gated on nodes that gain all basic attributes. Since those nodes primarily exist to speed up gameplay on subsequent runs, would you consider splitting those nodes so that “gain all basic attributes” nodes other than the +5 aren’t in the way of at least one set of nodes for each specific attribute?
Found some text that could use clarifying.
Minor spoiler
After “Descent into Darkness”, the help text saying “once you leave you can’t re-enter via the same entrance” wasn’t clear. I thought it meant that once you took the first action inside that place, you were locked in and would have to leave a different way. It wasn’t clear that if you leave the way you came in without doing anything, you can’t re-enter. Could you phrase it to make this clear, such as “If you return to the campus, you cannot come back to this place via the ladder.”?
Spent an entire loop trying to transmute a screaming mandrake. Came up one refined salt short, after scavenging all the raw materials. And I was one raw material short of being able to try to get another refined salt.
Could there be some more challenging ways to get more raw materials? e.g. “Dismantle the storage room”? Or buy them?
Looks like I really was just short last time, because this time I managed to get it to say “Infinity”. And I didn’t need “duplicate last ingredient” this time, just Rosemary, Mint, many duplicated Wyvern’s Tear and Lavender Oil, and one Traveler’s Herbal Tea.
I think there are enough instances of Echo on the mint that this would take an absurdly long time to actually finish scoring. Best guess based on the estimated number of bottles of Wyvern’s Tear (more than 100, not sure how many more), there are likely at least a million activations of the first Rosemary: more than 100x echo on Rosemary and each mint means at least 100x100x100. Given that every activation triples the scoring, the actual score (ignoring floating-point limitations) should be at least 3^1000000 points. But getting there would take days of scoring, since there at most a few activations per second.