I was pleasently surprised playing this as I’m currently away from home using a crappy laptop with crappier wifi yet it still ran smoothly. The only time I noticed a little lag was when using proximity prompts and interacting with NPCs (eg. the blacksmith).
One semi-critical maybe-bug I noticed was when interacting with Ralph, the quest giver. After interacting with his proximity prompt, nothing happened, and the console gave me an infinite yield for PlayerData:WaitForChild(“Quests”) or similar. Immediately after I got disconnected cause of network problems, so you can probably disregard this as an issue on my end. Upon rejoining everything was fine.
I really like the game’s build style and visuals, it’s warm, inviting, and cozy-seeming. The mechanic when swinging the pickaxe where you must hold for x amount of time but not too long was cool, and a good way to prevent spam and make the user experience ever so less grindy.
I adore your UI, and might even take inspiration in my own game. I especially love how the WHOLE screen reacts to opening or closing one menu (for instance, closing the changelog has a ripple effect on the rest of the UI). The “You’re here!” with the location markers is cool as well.
Some minor critiques:
When completing quests, I see text saying “you attuned to [location]!” A little bit of clarity towards the user as to what attuning means might be helpful. After interacting with the totem, I can kind of piece together that attuning means being able to teleport to [location] and my totem is “attuning” to it, however perhaps text saying “see totem for more info!” or a totem icon may be helpful.
I also noticed that in the equipment menu, the pickaxes are not sorted (in my opinion) correctly. The basic pickaxe shows up first, then the rusty pickaxe, then the iron pickaxe, and lastly the copper pickaxe. To prevent confusion, sorting the pickaxes from least to most damaged or from first to most recently purchased might be better. I would also add an “x” to the equipment menu, as I believe some users might forget how they opened it, or (if the game is open to mobile) mobile users have no way to close it.
Some suggestions:
When selling ore, adding a “selection” menu to replace “sell the ore I’m holding” might be helpful for players when they’re on a quest and need a specific ore but have a full inventory. Essentially, a menu where you can select which ores to sell and then click a sell button may be helpful.
When a player gets a minerush, I think you should add an aura or better indicator that they have one besides just the sound that plays. On one hand, this provides a more visual cue of when it starts/ends without having to look in the bottom corner of a player’s screen, and on the other it can make the game have more feedback, which makes it more fun.
And the final thing: I think the progression is too fast. I blasted through levels 1-12 and the iron pickaxe, Anchorpoint, Jungle, and meteorite pickaxe. But then it slowed down drastically, and I feel like there’s alot more grinding needing to be done to get to level 15 and unlock more content. Slower progression isn’t an issue, nor is fast progression, but I feel like it’s too stark a difference.
Ultimately, you earned a like and a favourite. Your game is fun, and I will certainly play it again. Good luck!