Hi
@Josharias, I had the pleasure of playing with your survival module yesterday night for the first time. It was a lot of fun! I thought I'd give you some feedback before everything fades from my notoriously leaky memory.
1. The experience for the new user is a little overwhelming, especially crafting-wise which is what I mostly focused on. I think the game should somehow guide you through an expanding set of capabilities rather than present you quite early with all the things you can (eventually) do. I.e. items that require higher crafting levels than the one the player has would be best left out of the lists. That is, if I can't craft a particular tool yet because of a lack of skills (rather than materials) just don't show it to me yet.
2. Also, when I click on a craftable item icon, i.e. beside the inventory grid, I first get the list of things I can craft with it and then the list of items I need to craft it. For some reason I found this counter-intuitive as I was normally interested in how to craft the item and only once I had it I would become interested in what I can do with it.
3. The display of individual "recipes" is mostly intuitive. The one thing I didn't find intuitive was the recipes requiring tables and tools set in them. Somehow tables and tools should be in a different visual category compared to the other ingredients used as inputs. One way you could handle this is by using brackets: [table + hammer] + blueberries = smooshed blueberries. This sets the table and the tool somewhat apart from the rest of the recipe.
4. Still on recipes, I can see how having a time icon to document the processing time of a recipe was probably quite easy to implement. However, again time feels somewhat different from tools and ingredients, not quite in the same category. I wonder if the time icon could then be placed over the equal sign or even better over an arrow sign instead, to signify that the process of converting inputs to outputs takes X number of seconds. 5
5. Have you considered learning skills as a byproduct of doing things rather than starting a timer? I.e. swimming level might be a step function of the time I spend in the water. Crafting level might be related to the time I spend crafting AND the complexity of the item I'm crafting.
6. We were all moderately hungry and very thirsty. Definitely need some food and drinks in there!! =D
Ultimately, thank you so much for the module!!