Troyen wrote:A few comments:
1. That alignment change scale looks really long. I know you might need that many values internally, but would it hurt to only show half as many circles? (Like each circle represents +/- 2 alignment)
No I think I really need to display them all, otherwise I should display a circle half-filled and I think would be more confusing
Troyen wrote:
2. Based on some earlier texts versus your menu UI, you use "tier1" in some places and "Tier 1" in others. Are you going to fix the buttons?
The buttons text are the internal tag filters

I can change them though, since probably it's more correct to say Tier 1 than tier1!
Troyen wrote:
3. The price discount thing is confusing. It's not clear which is the original price and the red arrow makes discounts look bad (where discounts can be good if you're buying!).
The most important information is the current price, followed by whether it's higher or lower than usual. I think maybe you can list it as: Current Price ([arrow] difference from original). So for your examples above, it'd be: 65 (v 8 ), 62 (v 7), 62 (v 7), 49 (v 6). I'm not sure if up and down arrows are better than plus or minus signs. On one hand, the arrows highlight the discount better, on the other hand a red arrow draws negative attention and I don't know if this is actually all that bad.
As a sidenote, I think a quality system on a scale of 100 may be a bit overkill, especially if 46 vs 49 quality is a difference of 3 gold! You probably could've gotten away with a scale of 5 or 10.
I know, but it depends indeed if you're buying or selling. If you're selling, lower price is bad

I just used red/down arrow and green/up arrow as standards (like in Planet Stronghold when comparing items stats).
I like your idea of display the difference only though, probably is better, I'll try that! As for the scale yes I could have used a lower range but too late now
Troyen wrote:
4. It's hard to say about this game without playing it. My general comment on many of your other games is there's often too much repetition of the same thing, whether it's SotW, QoT, Loren, etc. It usually feels like you're required to do 2x as many repeat-this mechanic actions as the game really needs and that tends to hinder the pacing (12 guard fights to find Chalassa in the coliseum, 50ish robbery battles between main story QoT missions, etc.). I think the systems you design tend to be interesting at first, but when you're stuck with the same puzzles and challenges for too long, you've seen them repeated several times and become able to predict how they'll unfold before you even try. Whereas I think it's often better if you have more possibilities than you actually need to use/see, so that way your play-throughs might have some minor variation ("oh cool, I didn't see that last time!").
Yes it's as you said. Problem is that if you cut the "repetitiveness" you end up with a super-short game. Which maybe it's not too bad.
Also, of course adding NEW mechanics it's a huge effort, so there's a limit of how much "new things" I can add. My games probably have the most complex gameplay of all Ren'Py games, but still most people seems to not care. I thought PSCD was super fun and varied, and then...
This was an "old game" (as concept) anyway. If was out as I planned back in 2013-2014 it was probably the only crafting game available in western market (outside of consoles). But as always, problem because of lazy collaborators so everything was delayed

In future though I've learned my lesson and I'll do much much less gameplay than now. I'll simplify things a lot and only focus on the story, since it's what 99% of my users want.
Troyen wrote:
I don't know what you're aiming for in terms of rough # of crafts to beat the game. Some of the WW RPGs tend towards a bit over 400 battles when it seems 200 would've worked better. So maybe if you have a gameplay goal like "expected to do 200 crafts", you can balance the reward pacing around reaching that target.
Well the game works like this:
1) at end of young age, Amber needs to pass an exam. Which you automatically pass if your have XYZ skills. Since I added XP/Level up, I can set it to automatically pass the exam if you're Level 5 for example.
2) you gain XP by crafting, gathering items and completing tasks (this last one gives a big XP reward).
3) to get the romance endings in adult age, you can even IGNORE completely the crafting

in adult age there's "a big quest", for which the progress will be based on Level like for the exam. So I'll need to set a target level to "solve the big problem" and get a variant of the endings. But as said, unless you want to solve the main plot quest, you can easily ignore crafting completely!
I think I'll get a better idea after the first stages of beta testing to see what players think. I believe I'm really too burned out playing the game (as you can imagine I tested it A LOT, so did a lot of crafting alredy haha).
Probably I also made too many recipes. Instead of 200 I could have made maybe half. But well, at least they can offer variety if people like to try new things.