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(+1)

So first, it's cool man. Like, the VOD for your part won't be up for, like, 3 more days even. I'm not worried.

Second, I was not expecting you to give so much. I was never worried about context, but I do understand how time constraints can lead to shortcuts. My goal in mentioning the oddities is to ensure they are issues of time constraint, because so long as you acknowledge them then it's all good.

That said, in the end the one thing I wanted to know wasn't truly answered. XD What do you plan to do to stand out? This is the most important part, since as you go forward you need to have this already in your head so you're working to that goal.

Lastly, I want to cover something with you to explain my reasoning on one thing...

I both agree and disagree with you. I believe there should be at least 3-tiers available for purchase (all being an upgrade of some sort), so players who did want to hoard gold before the first shop, would have a little more options

So as someone who knows me quite well, this is the bane of my existence with RPGs for two reasons:

1. If a game has random battles, I will grind currency until I get the top equipment.
2. If a game has fixed battles, I will hoard until I deck my team the top option then hoard again until I can afford the next top option set.

And I can't fix this problem. I try not to and my brain doesn't let me. I don't feel okay doing it. Reason why is because I'm neurodivergent (depression, anxiety, ADHD, likely autism) and I'm very rigid with things like this.

So for me, it makes RPGs more of a grind for me than they should be. The more that I feel the grind, the more I dislike the game. Right now, there is no grind. The shop-related issues I had were a result of missing descriptions primarily, but I had the money to get what I wanted from it.

Lastly, what's the difference? Like, all you're going to do each new "tier" is shift things up one or two levels, making the old top item now the mid or low tier. It's the same idea, only allowing someone to hoard for some unknown reason instead of just being "Okay, here's the new minimum level. Everything ahead will be stronger."

Looking back, I think I've misread your thoughts on shops. I think I understand what you were trying to say now.

I know that I haven't exactly answered your question, but I can't/don't want to go to any specifics.

Too early, and I don't know what works and what doesn't (technically), don't want to make promises I won't keep.

But to vaguely answer it, a combat system I made up on my own, trauma(wounds) system, etc, etc.

Basically, I'm "abandoning" this and making an entirely new game with the same concept of lore.

Well, I'm glad there was no need for "a grind". But many have told me that the current game has "too many enemies".

Mainly because the current game-loop is run-fight-trigger_cutscene, and the story/combat isn't good enough to make up for it.

I mainly updated this game, so I had an excuse to have it in this jam. To gain feedback. Now that I have gained said feedback, I'm satisfied and can move on to remaking the entire thing.

I don't regret not touching it for 4 years or releasing a semi-broken update now. Because I've gained necessary experience and feedback.

I suppose what would be best, is to finish the current update so it won't be left half-finished and fix the major issues found with it.

Then I want to move to a new project, I'm burned out with this one. lol?

Well, thank you again for the feedback. It's been thought-provoking and quite useful because of it.