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(1 edit) (+1)

Thanks for the feedback! I’m glad you think it has potential. I’ll skip over the ones I’ve already done, like more vision during the Dungeon Run. I’ve also added a buffer area when enemies are about to spawn, so they don’t just spawn really close to you.

I had a Eureka moment with your preference of a button for Saving, I decided to make it a Journal with a button to press instead of the old wait. It also now has some extra information that I didn’t really know where I would’ve put before, like the Total Dungeon Runs that was just shoe-horned into the Credits. There’s also a neat little journal logging animation that plays when you save.

I still want to keep the Safe Area as is. I recently boosted Adventurer movement speed so the Safe Area should feel a little quicker. For the next times, one can also enable the Quick Access option that allows the Adventurer to teleport to the farther parts more quickly. I did also decide to add a subtle background music, but I’m still testing out the feel of it.

One of the reasons I had an alternate keyboard input for Attack and Regen Power was because of that actually, if a user only has a touch pad. It was mainly for me when I might use laptop for dev sometimes, but I left it in so people can also use it. The revamped Attack actually has a small linger to it that I’m not sure if I want to have, but I think I’m keeping it for now as it’s not super noticeable.

I’ll be updating the Demo soon.

(+1)

Solid changes! I think a faster movement speed should do a lot to make the intro area feel more appropriately sized. The new saving mechanic sounds solid too, a little animation like that helps to offset the feeling of standing in one place doing nothing too.