I'm aware it is early access and changes are to be made, but these are my current criticisms/opinions of the game as it stands. It may sound pretty negative at times, but I'm passionate about this game. It's awesome! RPG or Rouge-Like? Obviously it can be both, but there should be a focus on one definitively. This feels especially obvious with the short cuts in the level, I don’t really see the point in them? There is no benefit to running past enemies (it can help save resources for boss fights, however in the long run having less blood due to not killing enemies, just simply isn't worth it). I believe with the reduction of the quantity of seeds in a run, it feels to me like a clear indicator of RPG-style progression that I do not think belongs in a rouge-like; part of the joy of a rouge-like is the feeling of a build coming together as well as feeling powerful as a result of it, both of which are improbable due to less seed quantity. To me this feels like RPG stat scaling - reducing the strength of the player so later game areas still feel difficult (this could also be partially due to the desire to make it feel like a “souls-like”), however I believe this is a step in the wrong direction, unless more ways to acquire seeds are added into runs. I believe the choice to move seed upgrades to a separate pool from the ordinary seed pool was perfect, doing well for the game's health Blocking/perfect blocking Currently, blocking is not a useful mechanic. I know with the Breathing Room seed, it becomes pretty decent, but baseline, it just isn't fun to use. The perfect block mechanic is peak, but since perfect blocking can be done with any weapon, the current blocking seeds could be altered to include a bonus if you perfect block (this would also reduce seed bloat) e.g. Birdsfoot Trefoil could give a higher damage increase on perfect blocks. I know it is still new and you are still working on it Reviving Reviving as a whole isn't that fun. Two people reviving the same downed player should increase the revive speed. Reviving progress completely emptying when cancelled is excessive. In general, reviving could be better. On another note, if all players are down, but a player still has a nectar to self-revive, THE RUN SHOULD NOT END, AND THAT PLAYER SHOULD BE FORCED TO SELF-REVIVE. Sticking with the subject of reviving, the amount of health the revived player has is too little. This does not pair well with the fact the player gets too small a temporary invulnerability window after being revived. Dead allies should additionally be able to see their bar progress when dead Fatigue No fatigue on players, I feel like there should be more fatigue on players (and a way to see it so you know when you're gonna stagger). Staggering is also way too common on the player. The tiniest attacks are able to stagger you (being able to see a fatigue bar on the player and enemies would be very helpful) Yellow health I believe the Health Recovery system feels like a mechanic that isn't fully appreciated, for example there are 0 seeds/blessings that assist with yellow health and awareness 8 just turns off this mechanic entirely (it should just reduce it) Relics There are very few opportunities to change your relic; only through shops (which appear only in the 2nd and final area of a run) and by killing bosses. I am surprised how little seeds or blessings coincide with relics considering how much of a major part of the player characters kit it is. I think the starting relics of classes can be expanded to having a choice of two relics when picking your class (sort of like character mastery similar to Risk of Rain). This is a personal opinion as well, but I feel like you should be able to carry two relics (like maybe only the buff ones, then make the other relic slot not benefit from multiple relic charges as well as have a longer cooldown), it's only because this could open up for more combo potential, build variety as well as just overall gameplay spice Classes The classes don’t feel unique enough for the choice of class to have a big impact. There could be an additional class feature or something as simple as bigger gaps in levels to make the classes feel a bit more different from one another. Many of the classes as well feel off, feeble just feels like an extra difficulty option (one of the worst types of difficulty is just a raw number increase and that's what the feeble feels like), the seedling just feels like a worst support (I feel they don’t have much stay in the game), and the summoner feels like they could be more rogue-likey (eg the summons could inherit your seeds/blessings) Animations Needs to be improved, as I feel many of them negatively affect the gameplay. Two key examples of a lack of animations: The Gatekeeper Batoush boss, when he bounces off the walls during his ramming attack, he instantly comes back. The other example is the Stone Serpent enemy; they are pure lock on, and they slide when you go around them. Enemies locking on are another issue as a whole, as it makes running around an enemy pointless, and forces rolling (if you try to run around an enemy to escape its attack, it will simply turn their whole body while still doing the animation). Both examples do not look smooth. Finally the players feel as if there is no “weight” behind character movement and inputs Visuals Crits could be more obvious; both indicators for crits are virtually unnoticeable. Players will have various volume settings, so the sound cue is not reliable, visual cues work better, such as marking the critical damage number in a different colour. Indicators for offscreen attacks, displaying current buffs and converted elemental damage would be beneficial Game modes Implementing an endless gamemode would be awesome. I understand that you are developing a new path? It would be nice to have a random mode that uses areas from all 3 paths randomly Seeds Not all seeds are built the same; many just feel like they are either incredibly bad or insanely good with little to no inbetween. Maybe some of the worst seeds can be fused into existing seeds to reduce pollution in the loot pool? The option to sell seeds at shops would be a great addition Weapons Overall I think the weapons are pretty well made (except the Malvo’s toothpick and branch which feel lazy to me). Weapon upgrades could be improved for some weapons, for example the mace as a whole is pretty weak and many of the upgrades for it do not help, as well as an option to re-roll your weapon upgrade options (at the cost of blood) Map + Quality of life Being able to teleport to shop/boss room/seed locations (once retrieved) - back to the shops/seeds then back to the boss arena can be tedious. Or just after unlocking certain parts of the areas like the seed locations. Adding optional objectives in the run (e.g. optional challenge rooms, like the room behind the gate for the Vagabond’s questline but on a much larger scale) for extra rewards (seeds, weapon upgrades, seed upgrades, extra blessings, blood). The random encounters that are combat based in the in-between stages should give you a choice of whether or not you want to do it. Currently, it is harder than it should be to avoid the encounter (especially when it is a fighting one like the firstborn). In any fighting encounter, it is virtually impossible to get a blessing without killing the enemy / enemies, which practically forces the player to participate. It should be a choice, where you can skip the encounter at the cost of losing the reward from the encounter. This would prevent forcing the player to be in a hard fight and end up losing nectar for the next area (since the only way to get healing is by entering the in-between stages after a boss). Note that the blessings should be available either way more of an in depth review into this game: https://docs.google.com/document/d/10w4xuLaSlF-E-LRelpEJZ_fih2yAJ15_UAOLI0M-TFQ/edit?usp=sharing