I’m a few hours into the game, and it’s been fun so far, but there are quite a few QoL issues I’ve run into which should (I think) be easy enough to improve (THESE ARE SUGGESTIONS MADE PRIOR TO THE FIRST PATCH FROM A PLAYER WHO HAS ONLY JUST DEFEATED THE FIRST BOSS (for context):
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Clarify that the last whisper engaged is where you respawn. I ran into this issue when I detoured between fights against the first boss - very annoying to back-track by foot.
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Allow player to ‘auto-equip’ weapons/clothing when first picked up (click ‘X’ as an option)
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Provide an auto-lock when walking on narrow paths (it looks silly to walk over water because the plank is thinner than the programmed area).
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Rename the ‘horseshoe crabs’ to ‘crabs’. Aside from the dead ones on the beach, they look nothing like horseshoe crabs. This includes associated recipes.
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Allow player to exit early instructions by hitting the start button. The instruction tells them to do this, so having to hit ‘B’/cancel first is counterintuitive.
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Allow player to ‘auto-consume’ recipes and XP potions (click ‘X’). Reduces tedium of opening menu each time for something that seems to have no reason to delay.
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Shield can be equipped with 2-handed weapons, but then they lose durability upon death. Seems like a way to avoid inventory issues but doesn’t make sense they would lose durability if that’s the case.
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Provide a running journal to allow players to read all of the journal pages they have discovered (in case they are rushing through).
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For harvesting and choosing whispers, change the tooltip to ‘hold Y’ to avoid confusion.
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Allow player to more easily traverse treasure chests. Currently you can get stuck behind chests temporarily - in combat this leads to a quick death.
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For first boss fight either have a gate close behind the player or allow the player to get further into the arena before the boss engages. My first fight I was pinned against the invisible barrier from which I just entered - ruins the immersion and wastes an opportunity for the player.
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Create outline (faded grey/black) of equipment type in the associated slot. Not necessary for playing, but odd that it’s just blank currently.
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Allow players to heal at whispers. Right now, unequipping items and jumping off a cliff is a substitute, but is not fun. May be too powerful in some areas, but option B will always be there.
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Provide an ‘auto-buy back’ option of recently sold goods (at sold price). Only for current purchasing/selling initiated transaction.
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Allow player to close the start menu automatically when they close the inventory(etc.) menu. There’s no use for it at that point and it can lead to player deaths if an enemy attacks.
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Make the ‘kick down ladder’ mechanic automatic. Falling down a ledge and retracing your steps because you didn’t hit Y at the exact perfect spot is no fun.
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When water or a chasm separate the player from an enemy, make sure the enemy will leave if the player leaves. In some cases it’s an auto-death because the enemy sits right at the edge waiting for you and only death seems to reset it.
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Make vendor more obvious on the map PRIOR to defeating the first boss.
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Make sure game remembers the players’ food/potion (up/down) slots when they enter the game. Also, food should default to the highest ranked food available when all of one type is consumed (or highest available without an extra bonus if that’s possible).
Hope this will be read and considered. Looking forward to continuing to play the game as it progresses forward.