We need a lot of ingredients to improve things. Some of them are very rare. Therefore, we need to kill a lot of enemies. At the same time, some of the enemies are garbage, they do not give us what we are looking for. Because of this, how the fight is perceived is very important.
Collecting ingredients from monsters is obviously a basic mechanic. Ingredients are needed to improve things so that we can kill more difficult monsters and get better ingredients from them, and so on. But the fight feels really bad and is very long. The fight quickly turns into an unpleasant routine. Now I would like to avoid fighting and collecting carrots is much more fun. Bow hunting is now the most exciting thing I've found.
If the fight had been shorter in time it would have felt better, but I would have preferred the more complex mechanics. Standing still and waiting for a few minutes until the enemies die just by clicking the mouse button is very boring. The need to press the skill buttons does not save you from this boredom.
Campfire is a very important mechanic, but I ran into a problem. There are places where stones cannot be found. I can take them with me, but they are heavy. If I go after the ingredients that I get from killing monsters, there is a problem. Either I take stones for a fire and then I can collect very few ingredients, or I do not take stones, but then it is extremely difficult to play alone. The campfire feels like a great mechanic, but if the stones weighed less and the campfire burned for less time, the balance might be better. Now the game makes you put a fire and beat the monsters next to it. It is very difficult to use a campfire to move deeper into the territory. Perhaps the developers have pursued just such a goal and the fire works as it should. But if the goal was different, it may be worth working on the balance.
I'm sure camera position has been discussed many times. But I cannot remain silent. Now the camera position is very bad. This becomes a big problem if you go down. Downward vision is extremely limited and monsters attack you from behind the screen, you don't even see them. The upward review is slightly better, but not much better. Now I have to move very slowly and only upwards in order to be able to assess the situation and choose whether to engage in battle or not. If trees or stones limited the field of view, this would be understandable. Now my field of view is limited to the edge of the screen. In those places where there is no dense forest, it feels very strange. I'm sure the camera was made that way. It is simply impossible to make such a camera by accident and not notice the result. Considering how much we have to travel around the map and how often we engage in battle to get the ingredients, such a camera becomes a problem. Even if I want to kill a deer, I go around it from below. It doesn't feel like a healthy behavior. But I have to do so. Also, opponents appearing at the bottom of the screen often look oversized as they are closer to the camera. This causes difficulties in assessing their real threat.
Perhaps all of this was done on purpose. But what I see now and what I wrote about feels strange and uncomfortable.
Oh yes, a little addition. Can be used to make tree crowns transparent when the character approaches them. Right now, the only way to pick up an item above the tree is to move too far to the side. From other positions, even if you can see an object, you cannot pick it up. Which feels like a problem. It forces you to act in an unnatural way. If you have killed many enemies just above a large tree, it will be very difficult to take a reward from them.