Gather & Glory
Playtest review
Vaelorin follow-up playtest feedback · Second playthrough
Playtest video
Overall
I want to start by saying that this is a much improved game compared with the version I played at the end of August. I definitely enjoyed this playthrough more. The visual overhaul in particular was clear straight away (I found the original brown UI a little bit garish, and quite hard to look at for long periods), and the onboarding in particular is so much better that I was able to get through almost all of the quests without getting lost. That was one of my biggest frustrations the first time around, so it is good to see such a noticeable change.
In the original playtest I spent quite a lot of time trying to work out where I was meant to go and which menu contained the action I needed. This time I generally understood what to do and around 15 or so mins it, I felt like I knew my way around much more so than I did last time.
There is clearly a lot here in terms of crafting, gathering forging etc, and I was interested in seeing what had changed and what the world might have to offer. My main reservation is that, after a while, I started to feel as though I was working through a checklist of TODOs more so than having any form of free reign to explore. I would need to spend time in a more open version of the game, with more freedom to make my own decisions, to know whether the underlying loop could really hook me. That is not to dismiss the progress as this is a considerably more approachable game than it was.
That said, I would not say I am completely hooked yet. I was curious about the amount of content and the possibilities, but I would need to play a version that gives me more freedom before I could really judge whether the game would keep me coming back. I enjoyed it more for sure, but I still think the core loop needs more polish.
Onboarding
Quite a useful inclusion now is the active quest guide in the left-hand menu given it tells you what to do next, and the button to open the relevant screen is a ideal. In the first version I was constantly trying to work out where I needed to go or which menu to use. This time, I was able to get through the quests without UI overwhelm. I think this is a really noticeable improvement from August, and it made the whole thing much more enjoyable to play.
The “Take a Tour” at the start is a nice addition too. It only covers the basic menus, but I think that is fine. I would be keen to see something similar when you first get into combat, because that was one area where I was not really sure what I was doing.
I actually ended up fighting another player before I had fought a rat, and there was not really anything explaining the combat system beforehand. I also spotted the Nearby Players option early on and wanted to know more about it. It would be good to have a little explanation of what you can actually do with other players, even if it is only brief.
I found the onboarding went on for too long though. Pretty much this entire playthrough for me was onboarding. For most of the time I was playing, it was a case of speak to someone, travel somewhere, do a task, and go back to speak to someone else, all in a very hand-holding way. That works well for teaching you what the game has to offer, but after a while I wanted to stop following instructions and just have a look around.
By about 23 minutes I was definitely feeling some fatigue from this. I could see there was quite a lot to gather, craft and forge, and I was interested in what else might be out there, but I never really felt free to go and find out what I could do beyond these very specific tasks. It was almost the opposite of the problem I had in August. Back then I wanted the game to tell me what to do. This time I knew what to do, but felt like I was being forced to do it step by step for a bit too long.
I appreciate this is probably just the opening part of a much bigger game. I would not want you to lose the guidance you have added, because it has made a big difference. I just wonder if the tutorial could be a bit shorter, or broken up with opportunities to explore and make some decisions for yourself. The map and the opening artwork make the world look like somewhere you could go on a big adventure, and I would have liked to experience a bit more of that during this playthrough.
Visuals
The visual overhaul is a really big improvement. I found the old brown interface quite garish, and I did not particularly enjoy looking at it for long periods. This version looks much better and is a big improvement on the brown UI of old. I have included a screenshot of the older version below for comparison.
I think the new look does a much better job of representing the fantasy setting, but I will touch on AI images below. There are still things I would polish, but visually it is a considerable step forward.

As I say in my other reviews, I am not going to criticise you for using AI-generated art. Not everyone has the money or ability to make or commission their own artwork. The only thing I would keep in mind is that AI art is divisive, and some players will be put off by it regardless of how good it looks. That aside, I think the artwork itself has improved a lot since the first version.
I think the Quests screen and the conversations you have on the World screen could benefit from the banners you use on other screens, such as seen on the Shop page in Fig2 below.

Audio
The lack of audio stood out to me a bit this time around. The only sound I can remember is footsteps when moving between areas. I think this game is crying out for some chilled background music. It does not need anything dramatic, but even a little music and some ambient sound would make a big difference. A bit of audio when travelling, entering an area or fighting something would help too. At the moment it all feels a little quiet for a world that is supposed to be full of things happening, though I appreciate this is likely just not near the top of your priorities just yet.
Travel
I also did not really get much sense of travelling, despite how big the world looks on the map. Going from one location to another felt more like changing screens than actually travelling somewhere. I am not sure what the answer is here, but it is something I noticed while playing.
On a related note, I’d question why there are loading screens between locations at all. Your load times are so quick that I am not sure they are really needed. Is that something you have added to give the impression of travelling, or is there an actual need for them?
UI Layout
A fairly consistent minor annoyance was having to scroll down just a bit to get the required UI on screen when I needed it. This was quite frequent, and it was almost like death by one thousand cuts as they say.. Even on the login screen (seen in Fig3 below), the actual login area is partly cut off on my monitor. It is not a big problem by itself, but this exact issue is prevalent throughout.

The World screen is by far, the most prominent place this occurs. I understand wanting to show off the map, but most of the time I was just selecting an area to travel to or trying to speak to someone. I had to scroll down to reach those options every time, and while its such a small thing to comment on, it doesnt really make sense from a UX point of view to have to do that.
I would question whether the map needs to take up quite so much room by default (See Fig 4). Maybe there is a way to keep it prominent without pushing the things you are actually there to do off the screen. Again, a minor point, but when you visit this screen repeatedly it starts to become more irritating.

I also noticed that some options, such as Shops and Item Market, appear both in the left-hand menu and under “Available Here”. I do not necessarily think this is wrong. It just might be worth looking at whether you need both, or whether the menus could be simplified a little (see Fig5).

I thought the dialogue screen was laid out quite well. I have marked the order my eye was drawn to things in the image below. (see Fig 6) I noticed the suggested response first, then who I was speaking to, the conversation topic, the actual dialogue and finally my player information. That generally seems good to me, with all the conversation items taking precedence, and the other UI being kind of peripheral.

Combat
Combat is an area I would still like to see developed further (and I'm sure you will). It feels a bit flat at the moment, both visually and in terms of what you are doing. I initially thought it was going to work a bit like rock-paper-scissors, but I was not really sure what made one choice better than another.
I did not feel especially involved in the fights, and I think a little more explanation and feedback would help. I appreciate I have only seen the early encounters, so I am not judging the whole battle system from that, but I would like to understand why I should choose one action over another. I understand the accuracy changes, and that Guard reduces incoming attacks, but it felt like I was picking at random with no strategy being applied. I think you could benefit from making combat feel more strategic rather than random chance.
At about 6:01 I saw the Nearby Player option and I fought a test player on the server. The other player looked identical to my character, which felt a bit odd. I think a different sprite would help here.
As this was actually my first fight, I think it would have been a good place to explain the basics of combat. It is worth considering that a player might encounter another player before they reach the tutorial fight with the rats, as happened to me.
I also did not notice the Flee button while playing, even though it was available.
As a very minor point on the battles, the Tunnel Rat blends into the background quite a bit, as you can see below (Fig 7). I struggle to see the rat below.

Later on I was shown a Combat Training Focus screen before fighting a rat. I did not really understand the first bit of text on the right, or what the focus options were supposed to do (see Fig 8). I picked Guard mainly because I was worried about my health and thought it might help me survive.
I also do not remember that training focus being relevant again during the rest of the playthrough, and I am not sure why I saw this before the rat fight but not before the test player (maybe its because this was part of a quest fight?). Something like the little pop up UI tour overlay used at the start of the game might work quite well here on this page (Fig 8).

After fighting a tunnel rat I was down to 1 HP, so I went to Tess at the infirmary (before I was naturally introduced to her through the onboarding) because I wanted to heal before fighting anything else. That seemed like the obvious place to go, but I could not work out how to heal there, and I am pretty sure its not possible (do correct me if Im wrong on this).
It is possible I missed an option somewhere else, including the infirmary link in the left-hand menu. But as a player, if I am nearly dead and there is a character at an infirmary, I am naturally going to assume I can go there to recover, so I was quite confused when I could not. Again, I didn’t notice the leftmost menu option for Infirmary at this point, so Im not sure if healing was possible through that.
On the topic of health regeneration, Im sure you have balanced this, so take this comment with a massive pinch of salt, but I would feel at quite high risk of death if only restoring 1 HP per five mins. At that point it felt like I might be stuck waiting a very long time before I could do anything else. I think you sent me some consumables, which helped me get moving again, but without them I might have just stopped playing. I appreciate it is difficult to judge health balancing properly without a full server of players, and there may be more to it than I saw. But I was not shown how to make a healing vial until about 28 minutes into the recording, well after I had already been reduced to 1 HP. I think it would make sense to introduce healing earlier, especially if the first few fights can leave you in that position.
Nearby Players
I would say that seeing that another player was nearby was the most interesting part of the playthrough. I was interested in learning a bit more about what that meant and how I could interact with them, hence going for that option ahead of fighting rats. I would have liked to have gotten time to explore this a bit more. Obviously its clear that the player is very much a test player, but I would be keen to see what more natural encounters like this look like. I think this could be quite an interesting part of the game, particularly once there are more people on the server.

Dialogue
The dialogue itself felt quite standardised to me. I don’t remember the characters having particularly different ways of speaking, mannerisms or personalities. They were all from roughly the same area, so perhaps that is to be expected, but I think giving them a little more individuality would make them stand out a bit more. At the time of writing (a day after playing), I would struggle to recall any individual aspects of a specific character.
I also found some of the names a bit tricky to keep track of, although that is a very subjective point, and I would say the same of Morrowind, Oblivion, and most other larger games. I would be interested to see more character coming through in the conversations, rather than feeling like I am speaking to different people mainly to get my next instruction.
UI Notes
The UI is so much improved from the original, that its hard to believe its even the same game. There are a few smaller wording issues worth looking at. In the screenshot below (Fig 10), I assume “Weapon” is meant to be pluralized.

Under Gathering-Resources, I was a bit surprised to see locations such as Shallow River Bank and Deep River Pool listed. I would have expected to see actual resources under that heading rather than locations.
I also spent a little while trying to find where my pickaxe should go in the equipment screen. My recording overlay is covering part of the image, which does not help, but I was naturally looking around the middle of the character. The tool-belt slot felt quite far away from where I expected it to be.

At around 17:29 I noticed a notification, which turned out to be you sending me consumables. That was obviously very helpful given my health situation, but it was quite easy to miss at the top of the screen. I think something important like that could probably stand out a bit more. I was lucky to spot it, but on another day I might have missed it completely.
Bow Quest
It is worth saying that nearly all the quests worked really smoothly this time. The onboarding does a great job at guiding you through all the steps. That is a big change from August. Unfortunately, I eventually got to “A Bow in Hand” and could not figure out how to progress.
The quest was telling me to go to the Haven Workshop to make a bow, but I could not find an option to do that. I had already made a bow myself, and I wonder if that somehow caused a problem. The only other thing I can think of is that I did not choose the suggested dialogue response right as this became active. I cannot say for sure what caused it, but I did get stuck and was unable to move on.. I would be interested to know whether I missed something or if this is a bug.
Conclusion
Overall, I think you should be pleased with how much this has improved since August. The onboarding is so much clearer, the visuals are much better, and I found the crafting and quest flow a lot easier to get through. I definitely enjoyed playing it more this time.
For me, the next big thing is making the game a bit less about following instructions and giving players more opportunities to explore and make their own decisions. There seems to be a lot of content here, and I would really like to see what the game feels like when I am not being led through it quite so closely for such a long time.
I do not want the comments throughout to take away from the improvements, because they are considerable.
Timestamps
Original Vaelorin Playtest
Original August playthrough · The game was called Vaelorin at the time of this playtest and has since evolved into Gather & Glory.
Playtest Feedback | Original August playthrough | Nostalgicbear
This is feedback from my first time playing the early game, including travel, dialogue, harvesting and one combat encounter. Apologies for not playing further, but I want to explain why I struggled to get into it. I appreciate this is an early build, and I know from your Discord message that you’re already aware of some issues. My goal here is to help you make the best game possible.
Overall
Unfortunately, I didn't enjoy this version very much. I love RPGs, including slower games with lots of text, lore and exploration, but I never really found anything that made me want to keep playing. Most of my time was spent travelling somewhere, speaking to someone, being told to go somewhere else, and repeating. Harvesting meant waiting around, and the one combat encounter didn't offer much to think about.
There are clearly a lot of systems here already, including quests, harvesting, combat and progression. The problem for me is that they didn't yet come together into a game I was particularly interested in playing. I was also spending a lot of time looking through menus, despite the actions themselves being fairly simple.
Given that you're aiming for a commercial release, I think the opening needs to give players a much stronger reason to stick around. For me, improving the core loop, the writing and the freedom to make choices would have the biggest impact.
Visuals
My first impression of the UI wasn't great. It has quite a recognisable AI-generated appearance, with the rounded panels, similar cards, golden glow and lots of text. I appreciate this is a Claude project, and I'm not judging you for using AI. However, I think there's a risk that players will see the interface and assume the entire game has been generated with little thought put into it. That may not be fair, but it's something worth considering if you're planning to sell it.
I'd be keen to see more of a distinct visual style, particularly some variation between locations and different screens. At the moment, a lot of it looks quite similar.

Audio
The game was extremely quiet. I don't remember much in the way of music, ambience or sound effects. I appreciate you probably just haven't got to that stage yet, but I think even some simple background sounds, feedback when you accept or complete a quest, and subtle transitions between locations would help enormously.
I'd encourage you to play Roadwarden if you haven't already. It does a great job of making a text-heavy experience feel atmospheric. Some of the older Ultima and Wizardry games are worth a look too. Even Zork manages to give you a sense of place with little more than text.
UI
One thing I found quite frustrating was how much information was repeated. For example, the quest screen has 'Main Quest', 'Available Main Quests', 'Main Quest' again and 'Quest Available'. I don't think you need all of these. I'd rather see the quest title, what I'm supposed to do, and any information that actually matters.

I also noticed that characters and locations are often mentioned in text without giving me a direct way to get to them. If the game knows I need to find a particular NPC or open the Quest Journal, I'd suggest making that clickable rather than having me search the menu.
Some of the writing also refers to 'the player' rather than speaking directly to me. 'Warden Elira Vale asks you to...' sounds much more natural than 'asks the player to...'. It's a small change, but it would make the quests feel a bit more personal.

Layout
I ran into one issue where the game suddenly appeared in a narrow column with most of my screen completely empty. Stupidly, I can't remember what I did to trigger it, so I can't give you steps to reproduce it. Refreshing fixed it, so it wasn't a major issue for me, but it's worth checking.

Travel
Travelling confused me a little at first. I'd arrive somewhere, but the next thing I saw was another set of travel options. It actually made me wonder whether I'd travelled successfully. I'd like the game to make it more obvious that I've arrived, show me where I am and what I can do there, and then offer the option to travel again.

Travel also feels more like changing pages than moving through a world. I think a little transition, some location-specific text or sound could help with that.
There were a few labels I didn't understand either. 'Remaining: Idle' was one. I'm assuming it's about travel time, but it wasn't clear to me. If I'm not travelling, I wonder whether you need to show that field at all.

Onboarding
This was one of my bigger frustrations. The actions themselves aren't complicated, but I spent quite a lot of time trying to figure out where I needed to go. There are so many tabs and options available from the start, most of which aren't relevant to what I'm doing. I was constantly looking through menus and scrolling around.
The Rowan quest is a good example. I understood I needed to travel and gather resources, but I didn't realise Harvesting was a separate screen in the menu. I found it eventually, but I think the game should have shown me where to go.
I'd use that first quest to introduce harvesting properly. Show me the menu, explain the batch size, duration and yield, then point me to the next step once I've finished. I don't think it needs a huge tutorial, just a bit of help at the point where a system becomes relevant.
Quests
I didn't get particularly interested in the characters or quests. Speaking to Archivist Selene Marr sounds like it might lead to something interesting, but the conversation is about a sentence long before I'm sent back to Warden Elira Vale. I found that most interactions were much the same.
I appreciate these quests are probably there to introduce the systems, but I'd love a bit more character, story and reason to care about what I'm doing. It often felt like I was being sent back and forth just to tick off an objective. A few longer conversations, interesting details about the world or choices about how to approach something would help.
I also question whether every quest needs to be manually turned in. If returning to an NPC gives me more dialogue, a reward choice or something interesting, great. If I'm just going back to click a button, I'm not sure it's adding much.

I clicked the 'Ready to Turn In' quest expecting it to take me to the relevant character, but it didn't. Not a huge issue, but I think it would be useful if it did.
Dialogue
The NPC screens could be a little easier to read. The name, role, dialogue and quest status are all quite close together, and I found they blended into one block of information. A bit more separation would help.

I'd also like the characters to have more personality. I didn't really learn much about the people I was meeting, and I never got particularly curious about them. In a game where I'm spending so much time talking to NPCs, I think that matters.
Combat
I only fought one rat, so I don't think it would be fair to be too critical of combat. From what I played, it mostly involved repeated clicking without much thought. I'd like to see a bit more choice and clearer feedback about what my actions actually do, though I appreciate there may be more to it later.
After defeating the rat, it was still listed as an active threat. I wasn't sure whether I could keep fighting rats indefinitely, whether it would respawn or whether the screen just hadn't updated. It might be worth making that clearer.
Harvesting
Waiting four minutes for a basic harvesting action felt like a long time, particularly when very little was happening on screen. I appreciate grinding is part of these games. I've done plenty of it in RuneScape, but it's much less of a pain when there's something to look at or do while you're waiting.
The remaining time didn't appear to update continuously either, which made me wonder whether anything was actually happening. I'd definitely have the timer update live and consider making the first few harvests much quicker.
Longer term, I wonder whether different tools, locations, yields or risks could give players more to think about. I'd also want batch size to be a meaningful choice rather than just a longer wait for more resources.
Progression
I could see XP and rewards being given out, but I wasn't really given a reason to care. I didn't know what I was working towards or what levelling up would let me do. I'm sure there are things planned or already there that I didn't reach, but showing a little more of what's ahead might give players a reason to continue.
Playtest Questions
What did you think overall?
I didn't enjoy the current build. It wasn't one particular bug or issue. I just didn't find the gameplay loop interesting enough, and the world and story didn't give me much reason to keep going.
Was anything confusing?
Yes, mainly the navigation and onboarding. I often wasn't sure where to go, particularly when I needed to find Harvesting. Some travel labels were unclear too.
What was your favourite part?
I can't say there was a feature I genuinely enjoyed in this session. I love the idea of a slower RPG with lore, exploration and progression, but I didn't get enough of that feeling here.
What was your least favourite part?
Probably how much it felt like doing chores. I was moving between screens, speaking to characters who had very little to say and waiting for timers. I didn't really want to find the next NPC. Torn is a good example of a browser game that does a great job of making you want to progress.
Did you encounter any bugs?
Generally no, so great job with that. The clearest issue was the layout problem shown in Figure 4.
Was it easy to figure out?
The individual actions were simple once I found them, but I struggled with the onboarding and how everything connected.
Did combat and levelling feel worthwhile?
Not particularly, but I only fought one rat, so I don't think I've seen enough to judge combat properly. I also didn't know what I was working towards with levelling.
Were the quests easy to follow?
The instructions were mostly straightforward, but finding the right screen wasn't always easy. My bigger issue was that the quests didn't have much depth.
What would you change first?
I'd focus on the first-session gameplay loop. Give me a reason to care about the world, teach the systems through something interesting, and let me make a few meaningful choices. Some animation and atmosphere would also help.
Would you play again?
Not in its current form. I didn't find enough to make me want to come back, but I'd be happy to revisit it after more development.
Final Thoughts
I appreciate this is a critical review, but I hope it's useful. You've already built quite a few systems, and I know it's early. For me, the issue isn't a lack of features. It's that I wasn't particularly interested in using them. I'd focus on the core loop, the writing, the onboarding and giving players more freedom before adding much more content. I'd be interested to see how the game develops.