Hi all!

I'm incredibly happy to see all these people here, I really wish that you don't get bored and just express any problem you might find.
Many of you already told me the main problem they found: complexity. The game is actually not complex, so it may be a problem of interface, please tell me your suggestions!!
So, the game is born as double language, I always wrote anything in two languages, so it should be entirely translated, a part from 2 things:
. the rules: they are too long and change often, so I just wrote the introduction and included the google translator. Any help in translation is welcome
. the fights: in Italian there are lots of funny sentences that comment the game, while in English they're mostly automatic: for example, in Italian it would say "Thanks to the ultraviolet visor UmidiccioMan could see... uhm... what could he see? Boh!". In English it would automatically say: "UmiddiccioMan uses the ultraviolet visor". These sentences amount to some hundred (!) so I just wait for the priority things to be compelted!

And they are MANY!
Any translation is welcome, I had many offers for it, it's a pleasure! But I'm scared to say that the work is really huge, not just a Popomundo, one single language could amount to something like 40-50 text pages. If anyone should be really really (really) sure to do it, I'll give him instructions.
NOW - a small introduction of the game.
First, please read the "small introduction of the game"

But if you want a "really smaller introduction of the game" here it is
You're going to be a hero.
You have to learn a lot of things!

All you can do here is:
1. change activity (learn: learn skills, rest: increase health, train: increase overall skills and health).
2. fight (this increases your experience and lets you learn something from the opponent)
3. go missioning (this increases your glory).
4. change teacher (you can do it once you have 2 xp points and allows you to learn super-powers)
There are other things to do, later on, but we're going to learn it after that
THE PROJECT
This game is NOT finished

Please cooperate: write anything in the forum. I'm alone in the coding, and I just had my second child

) so I'm REALLY slow, but the work won't stop and good ideas will be implemented.
The MOST IMPORTANT thing to implement soon, and this will lead to the game to be almost finished, a part from tuning, are QUESTS. They're at about 30% of coding.
QUESTS:
Great criminal groups or very reach good persons at times will ask TEAMS (that's what they exist for) to start a quest for certain precious objects.
As soon as a good/bad team accepts, immediately a bad/good team will be asked to contrast that quest. Hence, the quest will be sort of team fights, in which heroes will have to be choosen smartly to get that object quicker then the other team, going through forests, rivers or fighting monsters better then the other team. There will be a strategic component: chooosing the correct heroes in the correct places will lead to win and steal GLORY from the opponent team.
This is not what we're discussing yet in the forum, but ther's not actually one single argument discussed, rather many different ideas. The most discussed thing recently is the role of orientation (alias good/bad), that currently depends by two things: the orientation of owned skills and the orientation of the events of the faced missions. For someone doesn't make sense to have a skill orientation, while not only events, but entire missions should have one.