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Here's my stream of conscious notes as I played:

After seeing a few intro slides it's a cool premis

color use is real nice, like the spots of bright colours

then one night they came feels a bit abrupt. 

Fight and collect resources feels super generic. Would rather flavorful but useful details about about what the threat is and what you want me to do about it. I can see the wood need faded in the background so maybe build around that instead.

Find the exit being the exit icon makes me think the map will have the same icon and im looking for that. But the tree feels more ambigious, I'm expecting the same but felt weird seeing it.

you have a 1/2 on the first set of slides but it then goes right into a different 1/2, could just be 1/4 or 1/X as im guessing it'll be longer than just the next two

The wasd and entier ui could highlight what direction you've currently got pressed

with the set up of racing up the hill towards ExeCo I was not expecting it to be extraction based. The doing a run and then returning to base does not feel like an urgent action. Similar with loot being left behind, that sounds like a fun mechanic but not one that fits the fantasy of me behing a husband racing after their taken wife.

the dice roll UI for AP is cool but seeing the dice then not getting to see what i rolled before it faded away felt bad. I think this was just for the very first action, I reckon I just didnt notice as all my focus was on the dice not the text that flies off it.

i didnt realise i could use mutliple actions per turn. was expecting the action to happen as soon as i chose it. An undo button would be nice.

your font's 5 looks like and S

the way you've done the background looks great

after my first fight im not that clear how the turn structure works. sometimes i only got two actions other times i was able to do three. 

I wanted to know what the escalation bar would do ahead of time so i could plan

Cool that the map persists between resting. 

After second run I worked out that aiming ends your turn. It's in big text but I was too focused on AP at first to notice it.

Died to the Marauder but felt like i'd been evading everything then got 1shot by the sniper from 28hp. I expect I was actually taking damage but didnt notice.

Death seems super punishing, which im kind of into but feels like a hard one to get right. I felt both like i wanted to keep going and that I wanted to stop as it would take a bit of time to get back to the point i was at, I chose to stop.

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Love the game so far. It's doing so many things well and I can easily imagine it having that "easy to learn, hard to master" sort of gameplay that keep a person coming back over and over. With that said there are a couple of things I think would be good additions to the game.

It would be nice to be able to see the health of an enemy when I hover them so I can make a more informed choice before blindly testing.

I'd like to be able to put my knife away and bring two guns into a run. On that note a give up option would be good for when I know I can't extract because I ran out of ammo or whatever; having to get myself killed would be annoying.

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As a big fan of extraction shooters, I can definitely dig this one. I think there are some things that could use some clearing up though. Like the HP of enemies or what influences the AP dice roll. Definitely has potential for a lot of fun!

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Master class game, I'm following the dev on this one 100%
Beautiful art, amazing gameplay, nice soundtrack, super story time, pacing is great, tutorialization is not annoying, it's super easy to understand, nah nothing is bad, lacck of content but it's a super early version, keep the work bro !

rad thank you. For content what do you as a player want from expansion?

(1 edit)

Probably more base upgrade, a "class" system with maybe different starter depending the hero you choose for exemple, or the persona, more diversity in inventory management (rock, tree and meat are all the same size, so for inventory management it's pretty repetitive!)


But it's alrady overall good !
EDIT : A trash item .. soft loccked due to no space in my inventory to take the sawed off..

added the ability to discard items. looking into the other features mentioned. thank you for playing!