Wow, thank you!
That's awesome you enjoyed this much! I'm very happy.
For the level curve, three things :
-First, RM 2003 got an awful system of exp curve. You cannot customize it that much. It cannot be exponential. So I plan to use a patch or something to make my own curve.
-Second, the issue you had is mostly for lower levels. I think you got level up pretty fast after 1 or 2 more hours. I even saw a player being overleveled for a long time after only a few minutes of grinding (as I said earlier, the curve system is pretty bad).
-And finaly, I didn't expect the players to grind in the first place. For instance, the first boss is not that easier if you grind that much, I guess. But, yes, it seems like a minor annoyance to be stuck at level 1 or 2 for a while, I agree. Maybe I will tweak that a little.
As for the Fast Exp Ability, it only works on the Simurion which have it. So in this case, only for Mushiba, the small insect-looking one. I think it cuts by at least 1/3 the exp needed to level up. It's working in the demo, you can see that on the menu looking at the exp of this Simurion. Compare it with Denger and you will notice a difference. Exp curve are based on types (Mecanical, Hybrid, Gnetic) Denger is the only other Mecanical type in the demo. Your starter have a unique curve.
I hope I'm clear enough.
Yeah, the end feels like buggy but it's intended. I wanted to make the demo end completly so I could make the next one compatible. But I guess I could have handle that better. Tip for the next demo, when the message "end of demo" appears
just choose "continue playing" then save when you want.
Anyway, when the demo #2 will be released use your save file from the first and you will break free from this loop.
For the unreachable items. Hehe, sorry. There will be a lot like that.
The main reason is that capacities like cutting bushes or breaking rocks won't be available for a long time because it's hard for me to put it in since it's a system that let the players choose which capacity he wants first. So every players can have different capacities which means I have to make all the possibilities.
For the next demos the capacity system will be integrated but won't be available (the demo won't allow players to choose to learn a capacity).
So the game right now is a bit more linear than it will be when complete.
I know that it can be annoying but just take it as it is. It's a demo and everything you cannot reach is only "bonuses", the demos won't take them into account, the difficulty is set as they don't even exist.
I plan for the end of the year to integrate this system.
I will release the demo #2 this august.
It will feature the Stat customisation system and the Simurion Transfer system between players and will last at least 2 hours.
Thanks again for your feedbacks! Feel free to ask anything.
Your comment was really motivating!!