The Map:
Map should indicate ladder locations once discovered, nothing flashy, but a subtle indication that there is verticality that you can access.
Map does not update to player created environmental changes (if I kick down a bridge or a ladder, the map should update to indicate this)
User interface:
Gesture selection is buggy (quickly swapping between selections) when selecting gestures on 45 degree angle with analog stick)
The notifications that tell what buttons to press for interaction are a little wordy, for example:
“Press (Y) to look in the Chest or (LB) to pick up the Chest”
could be simplified to -
(Y) Open Chest | (LB) Pick up Chest
When you are prompted to hit the “start” button to see details about a quest, you are brought to the map first. I think it might be more intuitive to bring the player to the details first, and then they can hit (B) to see the location on the map. The order there just feels reversed to me.
No sound effect on resource contribution to daily challenges.
Regarding recipes and blueprints, I think a few things could be streamlined.
Items such as runes, recipes, and blueprints should have a description in shops. I don’t really want to buy any of these things if I don’t know what they will allow me to do.
Blueprints and recipes also do not need some of the menu steps you currently need to go through.
Recipes and blueprints do not need a quantity slider, since you only use them once, and in the inventory, instead of having to hit (Y) to use, and then (A) to confirm that you want to learn, this could be simplified by just being able to hit (Y) to learn. You could even go as far as automatically learning the recipe or blueprint once it is purchased…
One last thing…it’s raining in the restaurant even though there is a roof overhead.
Thanks for reading!