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### Topic

#### Jumping: Minor Critique

The jumping in this game, while working, could do quite well with some polish, as it is a bit bothersome at times. Changing direction in midair is very awkward and a bit too "realistic", and the horizontal movement through air is awkward. Jump height is a little too tall for the speed at which one gains altitude, but as many things seems to be connected to it, I would suggest increasing vertical (and horizontal) speed. It may also be useful for the jumping to be slightly more precise, as it is often easy to over and undershoot simple platforming, resulting in a frustrating return to the beginning of the endeavor. Additionally, the lag in the game adds to these troubles. Finally, some of the quest-minigames, particularly the rook's nest one are downright frustrating with the current physics (though that particular quest suffers from hitbox and visibility issues too, making the player's mood fall even faster than the character's).
Also, as I do not wish to start too many minor threads for even smaller quibbles, I will make a few additional notes here:
Mood falls continuously, and is very hard to keep up without a constant steam of fluids and/or meditation.
Energy always appears to be in short supply, as it is needed for effectively everything.
The above two points are not so much of an issue to maintain due to money, but because of lack of storage space while carrying things around.
It would be helpful to be able to make a queue of shill to learn, so that each may start immediately after one finishes.
Descriptions of what (at least expensive) items do would be useful. For example, a toolbox can only hold tools and nothing else, despite being more expensive than a bag.
When on auto-travel, it would be quite helpful is the character were to make simple jumps while traveling. (At least along paths that have been taken before.)
Please let me know if any of these have been solved in a nearlier post.
Overall though, good game, even only in Alpha!

Posted 23 months ago by Mr. Chi | Permalink

### Replies

- "The above two points are not so much of an issue to maintain due to money, but because of lack of storage space while carrying things around"
  It would be nice to not have to worry so much about inventory space, esp to the point where you have to drop one item to pick up another. (Minutia that is in other games)!
  Why not have the option to buy a new bag when you exceed your inventory threshold, instead of having to drop/eat/use items that you otherwise wouldn't until you can buy one on the other side of town?
  If I have the coin, sport me a bag! (on the spot)
  Posted 23 months ago by Joe Blow | Permalink
- I should also say...the game is (otherwise) REALLY sweet!
  Posted 23 months ago by Joe Blow | Permalink
- If you think energy is short, nibble pigs!
  Posted 23 months ago by Plurp | Permalink
- I have my entire item bar full of big bags. It doesn't help in the end. When I saw the toolbox in the shop I assumed it would only hold tools, just like the spice rack, etc.
  I haven't had any problem with jumping, though I'm sure there are always adjustments that can be made. Just like any other game, you just need to get used to the physics that they use right now.
  Posted 23 months ago by Johnny | Permalink
- "The above two points are not so much of an issue to maintain due to money, but because of lack of storage space while carrying things around."
  cabbage : ]
  energy per pack slot is important.
  haven't really encountered storage space problems myself, although i'm almost obsessively mindful of energy per slot when considering energy sources.
  Posted 23 months ago by striatic | Permalink
- Here is a link to a link to links to a hack that ping set up for a skills queue. It worked great for me until I ran out of skills.
  alpha.glitch.com/forum/idea...
  Posted 23 months ago by Nanookie | Permalink
- I have only rarely had any trouble with mood - maybe because I tend to nibble and pet when I'm on my way to places.
  Posted 23 months ago by Wren Bramble | Permalink