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I have no suggestions on how to change it because it does feel very thematically on point to have to do it during Numa, but there can't be that much ludonarrative harmony between that and me watching Arrested Development while hammering the fast forward button.
unlike previous game there arent really interesting puzzle other then sucking the slow dripping of lore,
though it might be deliberatly left-empty for the future content(or not,just saying)
Although I like the idea of being able to craft something that makes Numa happen in the late game. I get that the unpredictability is part of it (so you should never be able to prevent Numa happening), but merely waiting is dull.
On a similar note, I wish you could also summon visitors sometimes. In the end game you might need a language, and waiting for a single roll of the dice once per season hoping you get someone who can tutor you can be dull. A late-game recipe were you craft a letter that invites someone would be both inline thematically and with existing mechanics IMO. Would also be nice to give the post office something to do after the very first day of the game...
If you can't summon vistors what is the post office and telephone all about?
Like I said, I love this game. That thing I posted in the OP is my only real gripe.
Not that this is a complaint. The game has more than enough in it to feel like a full release, and not the early betas that many releases actually are.