Started at 7.30. Will put the End-Time at the End of the Post, so I can have an Estimate for how long I've played. Also starting from new again, since whatever I did last Time probably was horrible.
The Idle Animation of Sasha looks off, like she's very poorly trying to fly. I don't know if I mentioned it before, but for some Reason Adam feels pretty huge. How high is he supposed to be? I'm not saying he is by the Way, measuring next to Doors, he seems to be somewhat normal sized? It just feels kind of giant.
You can jitter along the Chairrows in the Bottom if you're aligned right against them while walking.
Your Menues also still feel big and empty, you don't need to cover the full Screen just because.
As long as its at least 50% on the Grass you can till the Soil, causing your Farmplots to sit on the cobbled Road, which looks odd.
I'm forced to wait until the help window pops up in the Inventory, I can't rightclick or anything to force it to come up immediately? And you still seem to measure everything in g/kg. Its nice that the Seeds have a number indicator next to them, so why not planks and Nails etc. aswell? Why do I have to usew 135g of Nails, and not 12 Nails for a piece of Floor or whatever?
Following the Tutorial as much as I can this Time around, since I know how to use the Items and everything, so I don't waste the Instagrowth or use the wrong Tool to harvest etc. Why does it start on Sundays when Catarina doesn't open Sundays? I'm now forced to basically wait a full Day before being able to progress the Tutorial.
Would still be nice if your Quickslots had numbers next to them. And your Town is still a confusing Layout and utterly empty. While the NPC interactions are extremely limited to 3 or 4 Dialogue Lines and random Quests, what really breaks the immersion is your City just being so incredibly empty. Too few NPCs for that huge of an Area and next to no Props whatsoever.
Catching Butterflies while jumping around with your Net is still really Fun. Farming also is alright once you know how to use everything, which needs more then the current Tutorial I think. Also explained in a better and more engaging Way, just some Text in the Corner is really boring.
You have some Floortiles not aligning perfectly next to the Gate near the big Grass Area and Cliffside, causing the Skybox to shine through. Along with some of your Textures just being lazily tiled on Objects, especially noticable on the Woood, which shows even more seeing how the Models for Railings i.e. are just skinwrapped or something, causing the Corners to bevel, and the big empty flat Areas everywhere, it sometimes gives it a really cheap feeling. Like you don't care at all about the Environment, and just want to work on the Mechanics, GrassShaders and other interesting Stuff.
Its the same with the Water, you put Fishing and some Fish in there, which is nice, and you have a few Corals around the Center whatever-it-is in the City, but then you just stopped. Even if its City-Channels, there should be more inside, a long straight Rectangular Channel looks just bland and boring, especially if the Water is so clear you can see straight through it. If I weren't able to see the Ground, it'd be a lot less empty looking already, as the mind would fill in the Blanks.
Just so I get it right, I choose my Bait, then cast out by LMB, and when a Fish bites, I have to use A/D to keep my Bar ontop to reel in, otherwise it pulls out. And the left bottom Bar indicates its stamina, which has it stop moving when it runs out to refill?
Sleeptime is pretty hard to adjust to perfect Hours etc, some snapping might be nice.
Its nice, its Fun, works well. I still think holding LMB to cast further out, instead of pressing RMB to move in and out would be better, and its not flashy enough yet I think, needs more Juice. Do you need to display the Information at the Bottom? Since I have to keep a rather close Eye on the Interface, it moves it away from watching the Fish struggle on the Line itself. Which it doesn't do at the Moment, but should. Also do you need to show the Stamina Bar? It doesn't impact anything I do, theres no real Way of waiting it out without reeling it in immediately, so yu might aswell just hide it. Or display it as sweatdrops or other Emoji on the Fish when it actually gets tired. And while the Catch! is nice, holding the Fish proudly afterwards, or it being pulled out of the Water in a flashy Way would be nice. It works very well when I get the big Popup on a new Size-record, but regular Fish just seem a bit juice-less. ( Update on this, it seems the Window is on every Fish I catch. For some Reason I thought it'd be just on the new Records. Leaving this in, in case it helps with you Juicing it up)
Rope also should probably look a bit more like a Fishing line, rather then a big Rope. And not have to be drawn all the Way until the Knot disappears, but only to its middle or something, so the ending Part of the reeling isn't invisible.
Finished my 10 Fish, its now Monday 14.00 and Catarina is still sleeping. And still fully Clothed, lazy.
By this Point, its been 2 ingame Days, and I'm starving already. But I can't buy Food for the Eating Tutorial, so I still don't know why my Stamina isn't refilling properly and what I have to do etc. I should really be able to do that Tutorial Part when I need to, instead of having to wait 2 or 3 Days for it.
Your Inventory Tooltip keeps being visible for a while after you close the Inventory. At least having to wait for Catarina led me to find out that Mint sells building Staff for later. Mega.
Not Mega however, that after a single Day of Grassgrowth, with the Blades just being very short I already can't plow and build on them anymore and have to Scythe them away once more, eating into my precious Stamina, which I still can't refill.
And now I'm at 16.00 and completely out of Stamina again. I get that it makes Sense, I've been working nonstop hard manual Labor since 8 in the Morning (Not really, I've been catching a few Bugs, stood around for some Hours, then Fished most of the Time), but this is still a Videogame, and I'm being forced to do nothing for 4-8 Hours a Day, or go to Bed super early. And while I know that I can eat to restore Food for the Stamina regen next Day, it doesn't help this Day. And the Tutorial for this is still technically not complete-able, so I'm not going to at this Point in Time.
And just hovering over the Blueberries, already tells me that they add 30 Delta and Zeta Nutrients, etc, I've mentioned this in all the DDs prior to this aswell. I'm not some Food Analytic or something, I don't need to know this, I don't care about this, just let me cook a Pie that refills Stamina or Saturation. With some Form of Flavor/Tastes Wheel if you want, to meet the different Preferences and Stuff. All the other Stats can just be hidden from the Player, or be stuffed into some form of Advanced Menue.
Slept for 40 Hours to get ~Half of my Stamina back, and to be on Wednesday 10.00 in the Morning, Day 4. Hopefully Catarina is open at this Time, so I can finally learn about Cooking.
At least my Plants are grown, but I'm going to let them grow further, I'm assuming they're not done yet. Why do you even show the Plant emojis for harvestable etc. on the Plants sowed by NPCs that I can't interact with myself? Them planting Stuff is fine, but just hide the Emojis for them. Or allow me to actually harvest them. Could even make the NPCs mad if they catch me stealing their Crops.
Finally found Catarinas Shop again, she's looking at the Wall. Great Shopkeeper. Anyhow, time to buy my very specific g request of Salt and Stuff. Where do you even go to buy 10g of Salt usually? Shouldn't it be only sold in Sacks of 100g or something? Shop interface also again could use some work. The Gold Icon for every Item is massive compared to the Rest, its spaced out too far, and most Stuff wouldn't be realistically sold in g, or make Sense to buy in g. I want to buy 10 Turnip Seeds or a Steak or something, not 327g of Turnip Seeds priced at 0.0007g per Unit. I want to buy 10 Seedpacks for 120g or something. Also the Shoplist is massive and there's no searchbar. You could do a grid like in the Inventory, with Price/Name/etc being displayed when you click on something, and add a searchbar on top, and it'd be a lot more comfy to use and brows through then a giant List thats not even seperated into Categories or anything that I have to brows through. Oh well, still managed to buy 500g of Beef, 400g Potatoes, 90g Sage and 10g Salt. Would've really preferred to buy 2-3 Steaks, a Sack of Potatoes, or 8 of them or something, a bundle of Sage and a small Sack of Salt instead. And then only use up the chosen g amount in cooking, thats fine, leaves me some leftovers for the next Meal.
And with a better City-Layout you wouldn't need guidelines for every Quest.
Whats with the super Loud "hide recipes without ingredients" sound? And why is filet-ing a Fish not cooking with raw ingredients on a Sink? I really have to Filet it on a dedicated butchering Table or something? And of course I get 66g of Filet, not just 1 or 2 Filets. And there's no doubleclicking or automatically selecting the next, to make interacting with the cooking Interface even a bit more comfy and streamlined. Oh well, Fileted all my Fish. Popups for my Skill increase and received Ressource etc. are hidden behind the Interface for the Cooking, which takes up the whole Screen. Don't know why, theres basically 0 Information displayed there. A list of what I need for Fish I don't have on the Left, which doesn't matter, since I don't have any of those Fish, an Input/Output which could just be a list of my Fish to select. I'm not interested to see how many g of Fish I get from this particular one. And a giant Window at the Bottom with the selected Fish, which I also don't care about. It doesn't even need a Queue and extra confirm Button, you could just have a List of my Fish on the Left, and when I click on one, a little animation plays and the Fish gets filet-ed. And then I get the Popup on how much Filet I got, how much my Skill improved and so on, can just be kept on the Side as all the others, since your Fileting Screen doesn't take up all of the Screen anymore. If you don't want People to accidentally filet a priced Fish or something, have me click on it, then display the output, and the confirm Button, to make sure. But it really doesn't need to be such a giant Interface without much useful Information.
Your Recipe Book is a bit of a Mess. Firstly it doesn't stop interaction with the cooking Interface below. Secondly, nobody would write Falvor/Mintiy/etc. with curve Values in it. And then your Categories are a real hazzle to navigate through. It's nice that its there, but having to go to the right crafting Station, then on the right letters, and then clicking next/prev until I arrive at the desired Recipe is a lot. Why not at least display the reciped of the Letter in a list on the Page aswell, just like the Rest. Do you also need all the Seperations, how many Recipes are there? You have 5 per Page when I click on a Crafting Station, so 10 without prev/next. That means if you sorted them by Letter like you do, but display them in the same Manner, you'd need at least 11 per Cateogorie for the Buttons to be useful. That's 88 Recipes per Crafting Station. With 7 Stations, thats 616 Recipes.
It also doesn't display the Recipes I have the Ressources for in a different Color or anything. And Autocooking has some hiccups whenever it does a Thing. No Idea what Thing, and I'm not being taught how to cook by the Tutorial aswell, just how to press Autocook, so its a kind of useless Tutorial for a potentially complex System. Not that it matters much, as I'm immediately going to ignore all the Flavors, Nutrients etc, and just cook what I feel like at that Moment, provided I have the Ressources. If I want to eat a Blueberry-Fish Pie, I'm going to eat one, regardless of its Nutrient Score.
And again, a 1kg of Roast fills me up a quarter of the Satiation. How much am I forced to eat to work a Day? Time to make 5kg of Salad, because thats all that I can without spending the Money I probably need for the Rest of the Tutorial. Apparently, 1kg of Blueberries, 3.6kg of Turnips and 322g of Turnip Greens make a 26 Savory, 30 Sweet, 32 Bitter, 29 Sour, 2 Spicy and 20 Minty Salad. Also it gives me 7 Alpha, 78 Beta, 29 gfamma, 53 Delta, 57 Epsilon, 44 Zeta and 45 Omega Nutrients. Has a Flavor of 70, no Fragrance, and a Pungency of 11, while being 90 Water and 0 Fat. Neat, but do you care about my cooked Salad which I had to wait a few Seconds of nothing happening on Screen before I could click complete? No, probably not. Neither did I. But it has 2/5 Stars, so just tell me I made a trashy Salad.
But apparently its a Very Good Salad with 64 out of I assume 100? And has a Recipe level of 49, I doubt that, I just chopped some Turnips and threw them in a Bowl. Is it just based on the Amount of Ingredients or something? Oh well, 2Kg of Salad and 1Kg of EasyRoast, and I'm sated for a Day. Let's see how long it'll actually last. Not that I have a lot to do the next Day, its Time to search for 10 more Citizens that are hiding somewhere in a labyrinth-like City that looks very similar most of the Places.
Sleeping for 12 Hours to get to 8 in the Morning and have some Light, and I'm already down 20% of the Saturation of my 3Kg Meal. Great start.
Have you been in Yuis and I forgot the other Girls Name's Bakery? The Shelfs are empty, and some Things liek the Chest on top are placed Illogically, but it looks a lot lot more lifely then in the Rest of the City. It could use a bigger Table to prepare Bread and Stuff in the Kitchen, you're not going to be able to form or Knead Dough in the Oven, and the current Table is the size of my Hat, the Shelfs are all empty, and some Furniture is just placed Nonsensically, but overall its nice. Textures, especially the Wood need some work tho, they look flat, repeating and just lazily applied, and you're lacking any real kind of Shading or Shadows or anything there, even with a few Windows, so it looks just flat, and looses clear Definition and Distinction between the Areas, like the WoodWall and the WoodFloor and the WoodStairs and the WoodBarrels and the WoodTable and so on, which all have the same Texture on every Area.
And while the Interior of their Bakery is nice, and the Idea of a Bakery + Caffee on the upper Corner of a Harbor Area is really nice, the outside Area itself isn't. Its empty, too gridlike aligned, theres no Doodads or small Tidbits or anything to liven up the Area, its just the Bakery, the closed Caffee and 6 evenly spaced Tables. And with only 17 NPcs most if not all of which probably are in their respective Shop/etc. all Day most of the Days, there will be very little Times where theres actually people here drinking and chatting or whatever you do at a Cafe.
I can't shoot the Cannon? I expected not to be able to, but didn't you say you didn't want to place useless Props anywhere? It also looks horribly untextured and which just some default specular Plastic Material ontop. But I can jump on the Cities Roofs, nice.
Your Bath still has no Water in it anywhere. And its empty, and has a second Exit inside a House as a Public Bath. But you know those already.
You have a few Flasks at one of the Houses with a Kitchen in the Second Floor, don't know which one, I'm completely lost again. But those Flasks cull out of render Distance at ~5m or something, so they disappear from across half the Room.
You don't check for Distance on interaction, just that the Cursor is on the Object. Not even Line of Sight, so I can cook something in an Oven on the other Side of the City, assuming I manage to align my Crosshair just right.
Also it gets dark around the middle of the Day.
I'm no expert on Japanese Religious Stuff, but don't Tori(?) mark the entry to a Spiritual Area, a Door through which to traverse into their Realm? If so, while the groundbased ones make Sense, but could maybe be out a bit more, the one in the Water is pretty Senseless, as it ends on a Cliff. If it'd be inside the Cliffhole, not behind it, it'd make a lot more Sense.
When you walk on the Edge of the Rope-bridges, you start to float. Its seemingly just visual tho, or at least mostly.
Do you really need super high harvestable Grass everywhere? The Walkway atop the Temple Area i.e., has very thin Areas of Grass on both Sides. Nobody is going to use those for Farming, and it'd make no less Sense if there was just some unharvestable Grass Texture there. Saving on Performance aswell, potentially even looking better.
Is the Barn really supposed to be holding Animals on multible Levels? From how it looks, its supposed to be a 3 Level of Animals Barn, not some Hay Storage on top or something. But Cows etc. can't really climb Stairs all that well, so are they just supposed to always stay holed up at the Top, pooping on the Cows at the Bottom? That's pretty inhumane, is this a Capitalizm simulator or a comfy farming Sim?
And isn't a Cowgirl looking after Cows a bit odd aswell? On that Node, your Jiggle Physics are off. When she turns around after being talked to, her Boobs just kind of jitter back and forth, but they should be turning Side to side more, since she's rotating, not inverting herself. Also doesn't happen all the Time, but seemingly stronger the longer I keep the DialogueBox open. Or maybe every third or forth Time or so?
Then the Stairs to the Top end in front of the Wall, which makes little Sense, and theres apparently 2 Sheepgirl Corpses in the Top. Maybe they're just sleeping, their Ears move after all, but they really look more like Corpses. Don't know why they would sleep at 15 in the afternoon anyway. But I can interact with the bottom of the Bed, instead of with them, so I'm assuming you're just updating the Mesh location, but not the Interaction Box? At least watching them sleep counts as greeting and meeting them. Got some Levels in Social or something apparently, but they don't show up in the CharacterScreen. Just standing their and checking some Skills also reduced my Satiaion by another 5%. Seems sleeping and Standing takes up more Energy then running through Town. Or not really Energy, as my Stamina is untouched, but just makes me Hungry.
Why is there a circle of Tank-barriers around a Field of Flowers on top of the Barn Area? And why are they made out of Plastic, I get that its Placeholders, but what is this supposed to be in the End?
Again, why can I look at the growht State of the NPCs Plants? It blocks the Interaction with them, so I can't get my Quest up while they're on the Farm.
The Cannon ontop of the big Tower floats and has some Yellow Spots when viewed from a Distance. And the Clouds in the Back are going through the Terrain. You can also clearly see the End of the Land/Water Mass from above, it should fade out into the Skybox better I think. You also have an Issue with some Flowers over huge Distances. They become bigger and bgiger, seemingly sticking to a specific Screensize, which causes them to look like something interesting instead of just Flowers.
Interacting with a sleeping Karen advanced my hidden social Skill, but didn't advance my Citizens met Quota. I hope this Tutorial Quest isn't unbeatable.
The Top of the Lighthouse is just lazy. I'm assuming Placeholder.