

Straight away: brilliant job, I love the art style and storybook character of it all. I finally got the game yesterday morning. That's pretty much all I have to say for now. What if there was an event that ruined a burgeoning friendship, turning it into a rivalry? Or a strong friendship that decays into a business acquaintance as characters grow apart? Particularly during the peaceful years, it would make sense for these kind of developments to happen. Dynamic relationships? I only seem to notice relationships moving in a linear direction, like crony -> bloodbond. Like a hidden stat that just said "orphan" or "father is dead" and would disable any events for that character that wouldn't make sense. Oof.) I'm sure this would probably be a pain to program, but it'd be neat if the game kept track of certain things so that events did not contradict with backstories or previous events. Meanwhile Jaymnock ends up looking like a petulant turd who can't abide his mother moving on in any fashion. Later, I got the "character's mother" event, and his mother is all like, "Things have been rough with your father." and I'm like, no shit, he's dead. (Somewhat related: I once had a father/son pair, Jaymor and Jaymnock. Characters have no special reaction to losing a child, sibling, or parent, which is disappointing. Expanded relationships? I've heard people say that they'd like family trees to be a thing, which I 100% agree with, especially since legacies are such a central aspect of the game. The ability to interfuse with doors and open them from afar. Some things I would love to see in the future: You protected me from my own worst impulses and kept the focus where your strengths are, and I definitely have enjoyed the game more for it.Īnyway, thanks for making this, and I look forward to seeing where you go with it. Your decision to stash that away as a single screen between chapters is genius. I don't particularly find fiddling with inventory _fun_, but do it anyway because you get a slight advantage usually. Initially I was annoyed that I couldn't move gear around between characters, but after the first chapter I realized that this design choice was forcing me to focus on the story and the tactical fights, instead of spending time on inventory management and optimization. It feels like creativity is rewarded and my characters really are stronger together with different abilities than just stacking a 'best' type. For example, the warrior can use 'raider' to start fires, and the mystic can inhabit those same fires and toss them around the battlefield. Interactions between character abilities in the tactical combats have been interesting and enjoyable. Was blown away when I realized that even equipped jewelry items are rendered on the characters!

I can't believe how much attention to detail there is despite being an early access game. Been playing since I bought it, a totally engrossing eight hours or so.
