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Thanks for commenting. I am not familiar with SEUM: Speedrunners from Hell, but I imagine it is very different just like you said. It's hard for me to describe the game to players so that they are going to know what to expect, because I don't even know what other games i could compare it to, so I just describe it with more broad terms like "speed platformer", "roguelite", "management", and "memory game".

What really threw me of was the part outside of the dungeons. I felt ovewhelmed by the amount of menus and mechanics.
I wonder if the issue is the amount of information, bad tutorials, or something else. I could split it into more parts to pace players, but I wonder how many hours into the game players should stop seeing tutorials and feel like now they know what to expect and what they need to do.

I appreciate your feedback, and I would like to know more about your general experience.

How much of the game did you play? (like your completion percentage)
Did you manage to complete any objectives? Anything fun you unlocked?

Or was the non-dungeon part of the game so overwhelming you stopped playing?

Thanks for playing

Hi again! 

So yes, SEUM is VERY different. It is a game where you go on a (some what) linear path, doing plataforming challenges. 

Your game , although it has the dungeon gameplay part with the plataforming in first person, it has a lot of focus on the management part, as you said. So advertise that part more! :)

I played it more today, and the mechanics started to click. I got the hand of how the game works outside of the dungeon. Then I started a new game, to see the tutorial information again, and after the fact, I think the information on the tutorial is correct.

So I think is really a problem of too much information, and if you are not expecting it (like I did), you end up not taking it in. 

I didn't understand at first that, the face on the mirror actually apears on the guests inside the dungeon, and you need to find the right one (memory part, as you said). Then you need to buy new traits, to unlock new guests. I didn't understood that, in order to visit the locations, you need to expend action points on the Action Screen. To me I was missing some menu option or something. But after I understood it, the gameplay loop is solid.

Perhaps developing the UI more, will help with that. One thing that I notice is that the UI at the moment is almost completely text. When you add icons to the traits, and the Female guest, etc. it will make it easier to absorb. 

I'm thinking, do we need to buy the traits, and then, buy the female guest? For example, tiny body and green screen only unlock the Goblin, as far as I know. So couldn't we get the goblin automatically, after we buy the tiny body and the green screen? And that way you could add the text "buy traits to unlock new guests". make it an independent screen, etc.

Regardless, as I said, after you understand how the game works, it works. Comunicating all of at to the new players still needs some work, in my opinion. 

Hope my ramblings were not too confusing, and you are able to get something usefull out of them!

Thanks for your comment. The UI is not my strong point for sure. I would love to have icons for the things you unlock at the reception at some point, but I also want to have many different things to unlock.

I'm thinking, do we need to buy the traits, and then, buy the female guest? For example, tiny body and green screen only unlock the Goblin, as far as I know. So couldn't we get the goblin automatically, after we buy the tiny body and the green screen?
The female goblin is not the best example since it's all free, but for other guests unlocking different traits and then guests is a way to split costs. Players can also pick and choose which guests they want to unlock and still have the same traits available for other ones making them cheaper. For example "Green Skin" trait is also required for orcs, not just goblins.

I didn't understand at first that, the face on the mirror actually apears on the guests inside the dungeon, and you need to find the right one
that's explained at the end of the whole movement tutorial from the main menu. I also have tooltips on UI showing objectives in dungeon's pause screen. I guess it really is information overload.

Your game , although it has the dungeon gameplay part with the plataforming in first person, it has a lot of focus on the management part, as you said. So advertise that part more!
I really wonder. Like, I want people to be in that mindset, but I am not sure if simply spending resources to unlock things really justify the management tag.

Thanks again for all feedback