I'm honestly happy that people are playing the game enough to critique it to begin with though. My main desire has always been that people play the game so I'm happy if that's happening.
I need to find a better way to communicate to the player right from the beginning of the game that sometimes they might need to come back to a place later when they are higher level, and sometimes they might need to do a bit of exploring to find the next quest location. I can't think of a good way to do that though without just outright stating it, because I've tried to do it with more diagetic means and it hasn't really worked.
I think in the next update I might include warning messages on some higher level areas until the player hits like level 30 or something. Maybe I can have the main character say something like "this area looks dangerous... I don't know if I'm strong enough for it yet." Of course I'll still let the player continue if they want to.
reading some critiques people have with my game is really interesting. sometimes things pop up where i'm like, oh yeah i definitely should change that, why didn't i think of that? other times, it is extremely indicative of the type of game that i made and how divisive it can be. it has its roots in old school JRPGs where there isn't anything insane going on with the combat and it has an extremely open structure. i understand why things like yellow paint and quest markers are a thing now lol.
there are also a lot of things going on with the story that require you to slowly accumulate information over time if you have questions. some things just aren't answered, on purpose. it seems like some players don't understand that, and it does partially mean that i haven't made the core gameplay interesting enough to make it worth it for some people to dive deeper into the world. something like dark souls has extremely deep story telling that isn't available unless you really look for it, but the gameplay is highly engaging so it forces people to engage with it. i think if i had focused more on that aspect, it could have attracted more people, but at the same time it wasn't something i was necessarily looking to do. i actually wanted the combat to be simple as a design choice because i value world exploration more in an RPG and i kind of just wanted to make a game i would enjoy lol.
mainly post about music and games, and share art from artists i like.
obviously i don't condone any sort of abuse/exploitation irl, go fuck yourself.
currently learning japanese.