To The Grave: The Wildlands of Faenora

To The Grave: The Wildlands of Faenora

meta progression
I like the concept of this game and the artwork is lovely, but in its current state it feels way too grindy. I'm someone who likes roguelites and grinding in RPGs, but failing in this doesn't make you feel like you've made any progress.

I would like to see more player agency in meta progression. I like when I can pick my upgrades so it gives a feeling of customization. There also should be more things that you can keep from a previous run (as an unlockable upgrade) like being able to keep an item permanently or another character besides the hero. I want to feel like I'm making progress, not just endlessly grinding, especially for a single player game. The level of grind in this makes me feel like I'm playing one of the FTP mobile gacha games and I hit a paywall.

These are just a few suggestions. I think this game has a lot of potential, and I'm looking forward to seeing what it will become in the final version.
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Showing 1-3 of 3 comments
2TG-Nathan  [developer] Mar 23 @ 8:16am 
Thanks so much! We are definitely on the same page - the current demo is just an alpha to test the base game loop. There's a lot more that we have (some is already developed and the rest still in development) for more meta progression, including exactly what you've mentioned with keeping an item or hero permanently. For example, as part of the story (which will be much more fleshed out), Moochkin (the dimension travelling red panda) invents a device called a "Retractkin". When that is equipped on an item, then you carry it with you playthrough after playthrough.

Lots to look forward to! Thanks so much again for your feedback and for checking out the game!
Originally posted by 2TG-Nathan:
Thanks so much! We are definitely on the same page - the current demo is just an alpha to test the base game loop. There's a lot more that we have (some is already developed and the rest still in development) for more meta progression, including exactly what you've mentioned with keeping an item or hero permanently. For example, as part of the story (which will be much more fleshed out), Moochkin (the dimension travelling red panda) invents a device called a "Retractkin". When that is equipped on an item, then you carry it with you playthrough after playthrough.

Lots to look forward to! Thanks so much again for your feedback and for checking out the game!

I love how committed you are to listening to feedback from the community and doing P/R work. This is one of the best things about the indie gaming scene today. It's pretty cool to see open communication between devs and the community. I think a lot of the devs who do this make the best games. If you don't mind, how many people are on the development team?
2TG-Nathan  [developer] Mar 25 @ 10:56am 
Originally posted by Allegiance:
I love how committed you are to listening to feedback from the community and doing P/R work. This is one of the best things about the indie gaming scene today. It's pretty cool to see open communication between devs and the community. I think a lot of the devs who do this make the best games. If you don't mind, how many people are on the development team?

Thanks! I think it's the only way to make this game the best it can be. We've grown to 5 people working full-time on development now, with a handful of others stepping in as needed on other pieces. So there's a lot on the go for us! Without the community feedback though, we know that we won't be able to make nearly as good a game as we can having people test it out and telling us what they love and what needs improvement (and for some people, what they absolutely hate). So it's awesome for us to be able to get that feedback, sift through it with the lens of the vision we have for the game and make the best game we can.
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