Thank you for playing, and taking your time to comment.
I can see what you mean by choice paralysis. Giving players 80 seals to choose from at the start of the game might be very overwhelming, and I am not sure if improving ui would fix that.
Based on other feedback I got, the whole bottom bar in the hub needs to be re-worked. I am not sure about making the Dungeon button bigger, but I hope it is going to stand out more when I decrease number of options of what players can do with just one click. I ideally in future those location buttons would be icons, and not text, so maybe then I could make it bigger, or different colour.
The Seals mechanic is going to be tied to side objectives in future, where different objectives will require to beat dungeons with specific seals, so I hope it's going to work well when I get it done. I plan for side objectives to reward the player with skill points which will be used for more meta character progression you are more familiar with.
As for a loading indicator, I got a small text about the dungeon being generated in bottom right corner. Maybe it is not enough, but I also put template information, and some tooltip on that screen to pass time.
>Also I noticed that if you're close enough to the ceiling you can jump and see the whole level.
I thought I fixed that for the most part. was it any jump, or a crouch jump? power jump? specific ceiling, or just one place?
You mentioned you played until day 5. I am curious if you managed to beat any of those days, and if you were able to get enough gold to unlock anything.
Thanks again for playing and taking your time to leave the comment.