Posted August 26, 2019
Loving Thea 2. A truly unique, immersive and challenging game. Never played the first game, so my experience was totally new.
Thea 2 is a gem in the rough however. I'm hoping the devs take note of feedback (not just mine's) and keep adding polish and content to make this game truly sparkle!
UI/Keybinds/QOL
* Make 'V' the default keybind for Village menu so you can go into camp/village overview directly from the worldview.
I find this screen great for an overview of tasks and their durations. Currently it takes two keypresses to get there. While we're at it, show amount of available (idle) workers there as well.
* More keybinds! The game needs separate keybinds for closing windows, combat options (autoresolve/manual/forfeit etc.), add new task and cancel/confirm inside menu's. Also Quicksave + Quickload pretty please.
* Add labels/text on worldmap for quests/event locations
A big one. It's hard to keep track of the multiple village/quest locations. Add markers for difficulty levels as well (also goes for enemy villages).
* Equipment Menu: Make 'All Characters' scrollable with mousewheel and/or hotkeys
* Equipment Menu: Save previous character sorting order
* When selecting Expedition (mouseclick or TAB) - collapse selection wheel if keybind for subselection is pressed. Auto-opening the Gathering submenu everytime you Camp is pretty annoying as well.
* Cooking menu --> favorite recipes, save previous 'Show Possible' setting for this expedition
* Save 'Show Busy' characters settings in Camp/Village subscreens
* Buffs/Debuffs: make it easier to see the duration at a glance in Inventory/Equipment screen (on hover over char sheet?)
* Allow Shift + Left Mouse Clicking in Trade Windows
* Trade Window: the slider to transfer stacked items is extremely counterintuitive.
* Allow Double Clicking on Materials for Crafting/Composites/Cooking menus to automatically place them in their appropriate slots
* Option to NOT loot certain items
Since Group Carry Limit can be pretty restrictive (especially on Hard Difficuly), allow us to only loot items which we select. Especially late game you pick up loads of useless junk that weighs your party down and forces you to trade/sell/dump, which adds unnecessary grind to the game.
* Audio - A LOT of soundeffects only trigger on mouseclicks, not after pressing keybinds.
* Camera position freezes occasionally while moving on the world map (both on foot/by ship)
* Hiccups in animation (usually after you end your turn).
Combat
* Sort cards by action point requirement (low -> high)
* Enemy Card info (damage/delay etc.) is currently hidden after the card has finished its actions during the Action Queue. Make it visible again. This info is important for properly selecting targets.
* Abilities who only have 1 valid target should autohit without asking the player to confirm every time.
* Balance: multitarget abilities (i.e. Random Blast, Convincing Voice, Ground Shake) are generally too strong while single target abilities are fairly weak in comparison.
* Combat animations are laggy.
Gameplay
* Classes - No Destiny based class? Every single attribute has at least one class that uses that attribute as their base stat except Destiny.
* Classes - Healer: has no healing skills :P Always found this weird. And no, reduced death chance doesn't count!
* Gods - A bit more specialisation would be nice. Perhaps increase the amount of god specific cards slots per God. An extra Neutral slot per god wouldn't hurt either to add a bit more customization to your starting party. Right now, apart from the different domains and one special ability that is associated with the God you pick, they all play kinda samey. I like Horz and Stribog for example because they alter how you play.
* Card Cost - Cards which are more expensive then 2 points are hard to justify especially when the amount of traits you are allowed is very limited (especially so on Hard Difficulty). Either reduce the cost of the more expensive cards (and rebalance their strength appropriately) or allow for 1 or more starting trait points (by default). Game is brutal enough already :)
* Class Balance - Ability pools for classes could use some work. Sometimes I feel at the mercy of RNG too much while building/leveling a character. First it's the attribute lottery, then it's the skill lottery. A bit more player agency wouldn't hurt. Being able to select from a pool of useful abilities per class would remedy at lot for me. This allows for more choice, roleplay and customization. Now you either get lucky or unlucky, which is not much fun.
Finally a big thanks to MuHa Games for making this game!
EDIT: Updated 22/9/2019 after 300+ hours!
Thea 2 is a gem in the rough however. I'm hoping the devs take note of feedback (not just mine's) and keep adding polish and content to make this game truly sparkle!
UI/Keybinds/QOL
* Make 'V' the default keybind for Village menu so you can go into camp/village overview directly from the worldview.
I find this screen great for an overview of tasks and their durations. Currently it takes two keypresses to get there. While we're at it, show amount of available (idle) workers there as well.
* More keybinds! The game needs separate keybinds for closing windows, combat options (autoresolve/manual/forfeit etc.), add new task and cancel/confirm inside menu's. Also Quicksave + Quickload pretty please.
* Add labels/text on worldmap for quests/event locations
A big one. It's hard to keep track of the multiple village/quest locations. Add markers for difficulty levels as well (also goes for enemy villages).
* Equipment Menu: Make 'All Characters' scrollable with mousewheel and/or hotkeys
* Equipment Menu: Save previous character sorting order
* When selecting Expedition (mouseclick or TAB) - collapse selection wheel if keybind for subselection is pressed. Auto-opening the Gathering submenu everytime you Camp is pretty annoying as well.
* Cooking menu --> favorite recipes, save previous 'Show Possible' setting for this expedition
* Save 'Show Busy' characters settings in Camp/Village subscreens
* Buffs/Debuffs: make it easier to see the duration at a glance in Inventory/Equipment screen (on hover over char sheet?)
* Allow Shift + Left Mouse Clicking in Trade Windows
* Trade Window: the slider to transfer stacked items is extremely counterintuitive.
* Allow Double Clicking on Materials for Crafting/Composites/Cooking menus to automatically place them in their appropriate slots
* Option to NOT loot certain items
Since Group Carry Limit can be pretty restrictive (especially on Hard Difficuly), allow us to only loot items which we select. Especially late game you pick up loads of useless junk that weighs your party down and forces you to trade/sell/dump, which adds unnecessary grind to the game.
* Audio - A LOT of soundeffects only trigger on mouseclicks, not after pressing keybinds.
* Camera position freezes occasionally while moving on the world map (both on foot/by ship)
* Hiccups in animation (usually after you end your turn).
Combat
* Sort cards by action point requirement (low -> high)
* Enemy Card info (damage/delay etc.) is currently hidden after the card has finished its actions during the Action Queue. Make it visible again. This info is important for properly selecting targets.
* Abilities who only have 1 valid target should autohit without asking the player to confirm every time.
* Balance: multitarget abilities (i.e. Random Blast, Convincing Voice, Ground Shake) are generally too strong while single target abilities are fairly weak in comparison.
* Combat animations are laggy.
Gameplay
* Classes - No Destiny based class? Every single attribute has at least one class that uses that attribute as their base stat except Destiny.
* Classes - Healer: has no healing skills :P Always found this weird. And no, reduced death chance doesn't count!
* Gods - A bit more specialisation would be nice. Perhaps increase the amount of god specific cards slots per God. An extra Neutral slot per god wouldn't hurt either to add a bit more customization to your starting party. Right now, apart from the different domains and one special ability that is associated with the God you pick, they all play kinda samey. I like Horz and Stribog for example because they alter how you play.
* Card Cost - Cards which are more expensive then 2 points are hard to justify especially when the amount of traits you are allowed is very limited (especially so on Hard Difficulty). Either reduce the cost of the more expensive cards (and rebalance their strength appropriately) or allow for 1 or more starting trait points (by default). Game is brutal enough already :)
* Class Balance - Ability pools for classes could use some work. Sometimes I feel at the mercy of RNG too much while building/leveling a character. First it's the attribute lottery, then it's the skill lottery. A bit more player agency wouldn't hurt. Being able to select from a pool of useful abilities per class would remedy at lot for me. This allows for more choice, roleplay and customization. Now you either get lucky or unlucky, which is not much fun.
Finally a big thanks to MuHa Games for making this game!
EDIT: Updated 22/9/2019 after 300+ hours!
Post edited September 22, 2019 by Snowbleach82