Heyhey I just wanted to provide my honest feedback on HLB's main draws and where I'd like to see it go.
The two things outside of combat that draw me to this game are 1. the death mechanic and 2. the foreign world and need for exploration.
- Every time I die it feels like the world progresses around me, my inventory degrades, the enemies get stronger, more numerous, more varied. It gives me a relationship to my character that feels somewhere in between Elden Ring and Vampire Survivors, but visually I can't tell the difference, up until my last death which is where the hub looks different. So any experiences I made in between those revives in the world, in retrospect, get accumulated together. If you want to tell a story in this world, you will lose out on 4 layers of depth that you already have in your world if you can't make them look or feel more distinct. I need to see some change in the buildings and flora and fauna everytime I die. Make it look as though they are aging, or make the sky emit distinct colours every time I die, something that sets it apart. If you can tell a story using a mechanic that's nestled in gameplay necessities, while simultaneously emphasizing the mechanic thematically through the story that is told - stories about degradation and death for example - you will make the world feel coherent and deep and meaningful, and if you combine it with npcs that "explore" the world while showing up in the hub world you will be able to tell stories about death and degradation and friendship.
I really love how you handled dying in this game, it combines classic rpg progression with with roguelike progression. I believe this combination is so strong that it should be the focus point and main emphasis of what this entire game should build around, to me that's its identity.
...