Absolutely great language model and very good at recognizing damage, healing, and items. Kinda makes it feel like a real video game. BUT, it has some slight issues where the ai can get in loops of failure or success. Especially in combat, if you miss an attack on something, the model can get into a loop where it basically convinces itself that the enemy is untouchable, no matter how creative you get with your responses, or vice versa where your character just succeeds at everything. I also noticed that no matter what mode you choose, your journey is ALWAYS a bunker, or dungeon, or manor. Whatever type of multi-storied chamber with multiple rooms they can jam in. I feel like this is done because it’s the easiest way to give your character a straightforward goal: get through the dungeon/manor/whatever it is. But in my opinion, it kinda makes it feel like character backstory doesn’t super matter, and alternative gameplay as anything but a dungeon-crawler is impossible, which limits the other characters you can meet as well, as it’s either enemies, or people ALSO trying to complete the same thing that you’re doing, which just limits the amount of interesting interactions in the game. I’d like some npcs with alternate goals and stories of their own, and also for the goal to be more varied.
Really appreciate this, super thoughtful feedback 🙏Glad you’re feeling the “real game” vibe, that’s exactly what we aim for. And you’re totally right on both points. The combat loops are something we’ve seen too, where the AI overcommits to a pattern. We’re actively improving that logic so outcomes stay dynamic.Same with the “everything becomes a dungeon” feel. It’s partly a structure thing, but we agree it can limit storytelling. We’re working on more varied goals, richer NPCs with their own agendas, and less linear experiences.This kind of feedback is gold for us, thank you 🙌