Now what’s the best way to keep the feedback organized without an ever growing tree of threads?
Personally for me the best way is through GitLab issues: https://gitlab.com/EugeneLoza/vinculike/-/issues - you’ll need an account there, but you can then easily comment on issues, start new ones and track their progress. E.g. you can see the two issues at the top I’ve added yesterday according to your feedback :) Note that some of your feedback hits already existing issues.
I can reliably fully restore my stats on any level that has one
Oh, I don’t think that’ll work :D So far in “real game” I’ve managed to encounter only one sleeping bag, and while indeed they give a great “risk/reward” ratio, but still the risk is way too high (primarily because one has to put off a weapon, which will most likely be picked up by a Vacuum Cleaner in a few seconds of resting).
everything had been done organically so far.
Indeed, but as I’ve mentioned, not all of the game systems are in-place yet. First of all now we’re lacking crafting and lift, which while more or less ok for “short game” but can become boring for longer sessions. That’s why I highly recommend starting from deeper levels :) Arghhh… I just need to add at least one boss monster and ability to unlock elevator endpoints. It’s not trivial but shouldn’t be too hard and it’s hurting at the moment :)
That one girl must always be stuck as deep as possible?
Yes, overall there will be one point where the girl can return from without getting captured. But it’s the very end-game, before the final boss. Also “missions” will also have “success” condition when all participants will return to the settlement on success. I really hope I’ll start making missions this year.
“Way to move girls back a few floors/flee from the dungeon(Like in The Enchanted Cave)”
Ah, the Enchanted Cave was one of the core inspirations for this game :D No, my primary idea is that (almost) every run ends in capture (with a few exceptions I’ve mentioned above). However, I wanted ability to add “items storage between runs” and ability to send excess good items to the settlement. But that’s for later.
Or a way to get a nice camp that acts as a display of the player’s skill, rather than a monument of their repeated failure?
Yes, overall the whole game will be organized a bit differently. There will (hopefully) be a way to build the settlement - housing, crafting stations, training grounds. Also there will be originally girls to rescue in the dungeon, around 10, I guess. Also each heroine will have a different set of skills (now we just have XP - level), I want a more Skyrim-like skills system including crafting, cooking, etc. More experienced characters will be able to train less experienced ones. And eventually even fall in love with each other :)
Like lock-on or lurking behind corners when an approaching enemy is known?
I’m honestly not yet sure how to deal with stealth attack problems. I’ve mentioned fixing two bugs - and that should dramatically improve both rolls and stealth attacks. But will not fully remove their drawbacks. I guess let me fix those (hopefully I’ll fix “invisible wall” bug very soon, remaking the map generator will take more time unfortunately) and then we’ll see how to improve it.
Would probably makes Will-o-wisps a lot less scary
Note that currently I indeed want to nerf this one https://gitlab.com/EugeneLoza/vinculike/-/issues/1320 — it is literally a boss level monster now, it should be just a regular one. It doesn’t need that much health or see the player almost at the end of the vision range.