#My feedback
8 messages · Page 1 of 1 (latest)
Bugs & Technical Issues
Cosmetics inventory: After collecting more than 10 cosmetics, the inventory resets to 1. Additionally, giving cosmetics to another player can delete previous unlocked items. It would be better if we could use the 10 pieces to unlock it permanently.
Potatoes soup stays limited at 5 in inventory even if we have cooking carry boost.
Housing decoration issues: Placed objects sometimes appear as different items (costal shell flower pot).
Pastel floor plant is not making enough lights
I unlocked the seed maker, but its still not possible for me to do it, still grey.
**Quest validation bug: **Previously crafted items (cooking station) do not count for quests, forcing players to craft duplicates with no recycling option.
When we have several side quests with a npc, impossible to select for which side quest we want to speak to him. Some side quests progression are blocked by other side quests.
Adventure issues:
“Join” button in adventure often requires multiple clicks.
Players who miss the join prompt cannot rejoin the adventure by clicking again on the submarine.
And clicking on echap made my character unable to move
Friend system problems: Unable to add certain friends; no clear map indicators showing friend or party locations.
Friends name uppercase are taken into account, harder to find them, sometimes two players with the same name and different uppercase.
**Movement bug: **
- Player regains control briefly before being frozen again.
- In build mode, the movement keys revert to their default settings; this does not take our change into account.
Currency UI bug: Red currency icon appears when gaining money above 5000. Like if we had the maximum possible.
**Shop: **
- Not clear for users where to buy seed, and how to obtain tree seed.
- Cottagecore Floor Lamp is free in the Estella's shop
General performance: Long loading times, especially during adventures and underground tunnel.
Feature Requests / UX Improvements
Navigation improvements:
- Add compass and directional indicators for map markers.
- Show friends/party members on the map.
- Allowing the hot air balloon to go to any world you want, from your own home
Inventory improvements:
- Add equipped items tab to view descriptions or delete duplicates.
- Simplify the process for adding an item to the equipped items wheel when it's empty. It's difficult to click the + when you can't see your mouse.
- impossible to stock seeds in the chest
- We should be able to use repair kit from the chest when we repair.
- We should be able to press long click to sell a lot of food in one go.
Traversal mechanics: - Glider should remain active after using the propulsion system instead of deactivating.
- Improve fishing controls (allow mid-cast angle adjustments).
- In underground tunnels, objects behind walls should be able to be seen.
Housing & farming: - Unlock seed purchasing at home in endgame to reduce unnecessary loading.
- Rebalance early access to tree tools vs. late unlock of tree seeds.
- Not enough lights in the Big Room Floor Plan
- Bountiful Reap in Farming does not unlock even if lvl 16 farming
Quest design: - Allow multiple quest paths or clearer prioritization when dealing with the same NPC.
Economy balancing: - Low-tier food sells for too much compared to high-tier crafted meals.
Content & Game Design Improvements
Endgame content is lacking:
- Add difficulty levels to underground tunnels.
- Introduce cooperative puzzles requiring multiple players and time pressure.
- Include rare, hard-to-obtain collectibles for long-term farming goals.
More world variety:
- Add new maps for adventure and increase variation between missions.
Daily & social activities: - Implement daily events (fishing contests, artifact hunts, repair missions).
- Add social activities (parties, mini-games, shared challenges).
Multiplayer incentives: - Community farms and co-op activities lack meaningful rewards.
- Add exclusive rare items to encourage cooperation.
- Make some more activities require multiple players to complete.
Village design: - Only 4 houses per village feels empty; lacks a “living town” feeling.
- Reduce reliance on teleportation to encourage organic exploration of the houses.
Tunnel underground flow: - Overall pacing feels inconsistent due to loading times and the empty corridor .
Design Concerns
Trading system risks:
- Potential duplication exploits.
- Strong recommendation: do not allow trading of cosmetics.
Water teleportation: - Breaks immersion, especially during adventures.
- Suggest replacing with a more natural penalty or mechanic.
Friend system : - need to be able to see the real image of the friend in the group
- sometimes friends name doesn't appear
- Some friends are impossible to add if they are not in our world
- We should have a permission for the share chest different than our personal chest
- Need to be able to teleport to friend house easily
Progression & Balance Issues
- Repair skill progression feels too slow.
- Seeds are too difficult to access early for beginners.
- Lack of meaningful multiplayer engagement despite shared maps.
Overall Impression
The game has a strong foundation and enjoyable core gameplay.
However, it currently lacks:
- Endgame depth
- Smooth multiplayer integration
With additional content, better social systems, and technical fixes, Loftia could evolve into a long-term, social sandbox experience rather than a for example 20 hour- game.
Sorry, I used AI to translate and summarize my ideas. I'm not English, please understand. 