- If the cursor is a regular pointer, you cannot interact with anything. I could hide the mouse during dialogue, but that felt weird when playtesting.
- I'll make the treasure only announce new items you haven't seen before. It seems to be easy enough to understand what they are, so that should be better.
- I like the idea for putting a ? for the power. I'll add that for the next update. Before I changed the enemy AI, the enemy always played a light card on the first turn, which made this confusing.
- For the special cards, you can use those 1/0 cards to combine with other special cards using the card combiner that you can sometimes find in pathways. They are useless by themselves, but really nice after combining with other cards. This is how the deck building works in this game, and I have a feeling you hadn't played the game enough, because in later areas (and after the first boss) you can get special cards with skills.
Thanks for the feedback!
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1: I’m talking more about how in tutorial you can’t move cards or do anything else until dialogue is over. It’s fine in itself, but you should somehow signal that tutorial dialogue is over and you can now do the thing. Like show outline on cards or something. Or better yet, let the player move/combine/etc cards and skip the tutorial dialog if the player didn’t wait for it.
4: Yes, I hadn’t played the game enough. That’s kinda my point - if I consistently get rewards that are useless until I encounter some other room in a randomly generated dungeon, it stops being fun.