Thanks for replying! If you ever want direct help (if you're open to that ofc) i'd be down to do some coding work or writing, this game is awesome!
superyuuki
Recent community posts
The ability to retreat from battle would be nice, but should have consequences. I also haven't read the rest of the suggestions above but if it hasn't been suggested already yet,
it would be nice to have more advanced crafting/recreation/other furniture that the new weapons can depend on (like for example, you have to do a super hard quest to get the anti tank rifle AND have to craft it using a recipe bench).
It would be cool if abominations got harder over time. I know you talked somewhere about ghouls appearing on the overworld as time goes on, maybe that can start to happen to a lesser extent with weaker abominations like flying (things) unless you have a lore reason not to
It would be cool if you could lose limbs or get serious inflictions on limbs a-la-rimworld, but a lot of thought would need to be done in order to prevent player frustration early game
It would be nice to have more ways to get planks other than cutting down trees, there should be some kind of trader who offers it for a high price.
Probably something you already have planned but the Mr. White dungeon
Mutations:
You should be able to hide your mutations to some degree
Being out in a certain type of weather should worsen your mutation
Combat:
It would be cool if there was a "resist" system, with very simple physical, elemental blunt and kinetic armor levels shown on enemies. That way weapons like shotguns and maces remain relevant against fleshy things with high blunt resistance and high health points while being weaker against high kinetic armor enemies with lower health points. Weapon stat-weighted accuracy should also be shown as a stat so that weapons like sub-machineguns can stay relevant when you start adding heavy weapons. Weapon skills would be nice too.
All in all a really promising demo game with a shitload of content.