Cultist Simulator

Cultist Simulator

Mariner
Metushelah 20 Feb, 2024 @ 4:14am
v1.11 feedback
Couldn't help myself, needed another fix.

Hey @[FR] Genroa, I have played your recent version and it is lovely. Even mangaged to solve the mending self part this time around. This is truly lovely and I am waiting with bated breath to the next part.

I wanted to say that in my playthrough the codex has a white background and the fonts are cyan so it's hard to read. Also once I open the codex and close it not from the same button (clicking outside or the X ) I can't use the shortcuts like 'S' to start a task or 'SPACE' to continue the timer etc until I open and close the codex "properly".

I'd maybe also suggest to add / update the codex entries regarding the path/quest you take and the progress that you make. For example I'd expect to have an entry in the codex pointing me to where I need to go once I solved the mending mystery (location and story). Then also have it have the last line of what needs to be done so you can remember where you are at the journey if you catch my drift (I wasnt completly sure what to do then, and barely remembered the last line of this mystery action).

Also there are still mispellings in many cards, so you might want to take a look at it again, sorry.

Finally a consideration, some actions performed do not have the same "likely, probably, almost certainly" format to them which was confusing for me when adding cards to it. And consider again having a 100% chance instead of the 90% that Cultist has when you are maxed out on the needed element. It is annoying to fail the sailing expdition and taking damage even though you have the prerequisite card (rapids and the other one) and adding 10+ of the needed element.
This is a chill game and death is not apparant so the focus I feel changed from "danger looming and so you can fail" in Cultist to "solve this mystery from clue and riddles" in Mariner. If you are prepared and have the necessary cards/items you shouldn't "fail" unless it's a choice or you didn't understand correctly.

Oh this reminds me regarding the hints you can get in the vaults, the trail, the strange feeling etc. It's not very clear when to use it, and even when you use it you still need to provide the men to succeed in the task so what's the point ? Is it possible to make it more clear when to use which hint?
This also referes to the actions in the bazar (around auntie), the new ones weren't very clear to me and I have used my lantern trappings to the small one which ran away though I have expected him to bring it to Auntie and I would solve it diplomatically. I learned my lesson then and became hard and uncaring to everyone for the rest of the playthrough.

There, sorry for the long text, love your work.
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Metushelah 20 Feb, 2024 @ 5:34am 
oh also, regarding curses.
I tried the rite to reveal a curse and while it shows the curses icon it continue to say that the curse is "hidden" in the text and I can't seem to work the rite to make it disappear. It seems as though the rite of "remove curse" ( ike to ame ?) works but nothing happens
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