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The vibe I'm getting is sorta Stardew Valley as an MMO. Which is really a great concept--it's an underserved audience for sure. I love the idea of an MMO with no combat at all, and I think that'll reach a lot of players of Animal Crossing and that sort of thing who like the social aspect of gaming but just aren't into combat. Maybe, after 20 years, we'll finally get something to scratch that Neopets itch!

I think this GDD is too short to fully deliver the concept, though. You definitely seem to have this concept really well planned yourself, because the parts that you flesh out are very well designed and detailed (and you clearly have strong design chops). But then there are entire aspects of the game that aren't covered at all--for instance, there's nothing about the art style or the NPCs. There are nodes on the game loop flowchart like guilds and crafting that aren't described anywhere else. So it feels uneven to leave out those points while opening with an entire page on counteracting hyperinflation (although I agree that's a very important consideration).

So that ends up leaving me with questions--primarily whether there's going to be enough content and enough mechanics to keep long-term players engaged without any combat (even Stardew Valley lets you fight slimes). I fully believe you have have the answers to all that--they're just not all in this document.

TL;DR: Great game idea that I absolutely believe you have fully envisioned, but I'd like a longer GDD that shares more of that vision with us.

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100%!!! Thanks for the feedback!
(I actually also don't, I came up with this Friday night but don't tell anyone)

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Holy hell you came up with all that between Friday and Sunday? Color me highly impressed.

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lol yeah! That's why I didn't get to the story (also the power went out ever hour or so because it's so hot here). I probably could have squeezed a lot more in if not for the power outages, since I have a desktop. Again, thank you so much <3