My most recent patch introduces an item that eliminates the encounter rates (much like repel in pokemon, and other games) which you'll be able to purchase from general shops.
As far as save points go, I agree pacing is important- we've rebalanced the game in major ways recently and will be adjusting checkpoints where needed.
Thanks a ton for the feedback, it's greatly appreciated!
-Eraanthe
I can't wait to see what you have! Game development is hard work no matter what you do. Some people think it's easy, but those people have never worked a game engine in their life. Even AAA companies need months to make just half a game. Also remember that a lot of feedback could be bias. For example, I mentioned random encounters being a pain because I always want more continuous non-stop story. That's just my wants. lol. but I am glad to hear that you're listening to feedback continuing development of the game. I still feel like I should apologize because I didn't give the game much of a chance as I should have due to first impressions. The April scene and the first goblin fight left me near apathetic to continue, BUT I'm really glad I checked around your website and other medias. I learned so many things that made the fights easier. In fact, just simply learning that Guarding restores both HP and MP on top of reducing damage single handedly made the difference. I'm not sure how long ago you drew the April scene, Eraanthe, but it must have been a while because your art is very high quality from what i've seen recently. All of you on The Skyward Foundry Dev team are doing god's work out there. Keep it up.
T^T Thank you so much for the kind words. We're trying our best to make the game playable (and enjoyable) despite being so heavily a WIP and we certainly appreciate the patience and empathy! At the end of the day, hopefully you guys enjoy playing this Futa Quest as much as we enjoyed making it!
-Eraa