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This is interesting, but one point came up.  One of the points of the game is to find a place where you can do battle with the werewolf on your terms.  Therein lies a problem; once you find an ideal location (high ground, with not much vegetation for the werewolf to use as cover), you have no reason to shift from that location.  You can just camp there, and plink away at the werewolf.

Obviously, this game is still young in its development, but there should be something that would force you to shift from such an ideal location, although I have no idea what that something would be.

That's really good feedback!  I have the same complaint about this game, so I'm playing with a few different mechanics at the moment to get players to move more.

I'm thinking that I'm going to remake it so the player has to destroy the werewolf den, which spits out a new werewolf every few minutes or so.  The werewolves will wander the map until they detect the player, I'm still working out just how stealthy I want the final game to be.

Another idea I have is that the different shrines can grant the player different timed abilities (ie. life detect for 3 min).  This would be good incentive to explore the map besides just looking for the den.

I'm also toying with the idea of including NPC animals in the world that also wander, to include more hunting/crafting/survival aspects to the game, and a survival mode with hunger/thirst/energy meters to keep track of.  Would this be something people would enjoy?

Hey - thanks for responding to my feedback.  I think all of your ideas have merit.  Another thing you could ponder is to add a second type of enemy that would actually find you being perched on high ground with no cover to be to their benefit - maybe some sort of evil human allied with the werewolve(s) who is also armed with a projectile weapon; against someone like that, being on high ground, silhouetted, without any cover, one would be a sitting duck.