I'm glad you are enjoying the game. I like your ideas. I'll probably implement idea one with the next update and some version of your second point sounds like a good idea for some key navigational hubs. Looking at things through the menus will unfortunately probably stay two clicks. In my early design experimentation, I did have a way to do it with one click, but it required things to get buried deeper into the Eos edit pages and thus it would slow down my development time more than it was worth. Thank you for the feedback.zo13ster wrote: ↑Thu Jan 06, 2022 4:07 pm This game is amazing and I love it!
I want to spend every free second in it. I do hope to get more stimming time, to try it out further.
I was playing a warrior with an ET312 and the different pleasure patterns have a wide range of intensity even within the main city, but more noticeable during combat. My Stereo-Stim device should be ready tomorrow, so I'll test it again to see, if I can narrow down the difference.
I find the navigation a bit confusing an cumbersome. Here are 3 suggestions how - I think - it could be improved:
1. Change the displayed position to from XYZ to W/E, S/N, U/D
2. Give a quick overview what is which direction additionally to the text. Ideal on the button. Like "S: Temple", "E:Market street"
3. Remember which sub-menu the player was in, so you can look a lot of things in a row or travel with just one click instead of two.
The development for the next release (0.06) is well underway. It should be a fairly substantial one. I hope to have it out within a month or so. It will break existing save files.
I could still use even more testers. There is enough content now and so many game paths with different classes and multiple pathways for some of the quest-lines (and consequential dialog branches) that a small army of detail-oriented alpha testers is required. If you think you may be able to help or know someone else or other communities that may be interested, please have them message me.