Hello! I started playing lorwolf rather recently, but as a casual player of many a browser pet game for many years, I really do think lorwolf has the potential to become really really good. However, as a player of many a pet game I do have some criticisms and suggestions for things that could be added in the future to make things a bit easier and a bit more balanced all things around.
About EXP: As of right now EXP gaining needs a curve. It takes far too long to level skills in the early game to make it even seem worth it to level most of the skills the game has available. I would suggest boosting experience gain for all skills under level 12 (as the next tier of that skill unlocks at 12). For example, fishing offers 2 exp per catch, which means to get from level 1 to level 2 you need to successfully fish 70 times, and when the first fishing hole only averages about 7 fish per trip that is super inefficient and has a huge time commitment to even get up a few levels. This goes for every skill in the game. It would make sense to me for 2 fishing trips to level from 1 to 2 to give people more incentive to keep playing the mini games. Boost the exp of the fish by their rarity, give more exp for crafting materials found, and give a LOT of exp when you find a shard of a moonstone. This can be adjusted to fit the game design better obviously but as of right now I've been playing for several days rather consistently and I'm not even close to reaching the second tier in any particular skill, and for player retention, that's a problem.
About Cooking: Cooking is completely broken as many people have already stated. But something I'm not really seeing being talked about is the inability to cook recipe ingredients by themselves, and the rate at which food burns. I have so much corn I can do nothing with because I can't cook it by itself (despite corn on the cob being a food people eat regularly) and I do not know of any recipe that uses corn in the quantity that I have it (and will have later). I'd say for cooking ingredients like the growable vegetables, they should offer a single experience point towards cooking, and offer 5 more stamina regen (so from 5 to 10). Then there's the rate at which food burns, which is genuinely ridiculous. There is no reason why cooking 7 pieces of food, 4 of them would burn when none of it had a high burn chance at level 3 cooking. (https://imgur.com/a/PEUQffI proof provided). It completely deincentivizes cooking as a skill when most of it burns regardless of your level. And sure, this is unlucky, but It should be nigh impossible to be this unlucky, and yet this happens consistently. I'd rework the chance for food to burn entirely. High burn chance should be at 50% if it isn't already, and no added burn chance should go down for every level in cooking you have past the minimum requirement to complete the recipe without it burning. If it starts at 10% it should go down every level until 1%. I would also change ashes to be a crafting material and be used in low level recipes for just how much of it your going to have by the time you get your cooking level up.
About Crafting: My only real issue with crafting is that bones are not common enough to get for how many recipes need them (including moonstone crafting). To craft any level one recipe (besides bone paste) you need 5 bone paste. Bone paste requires 3 bones. To be honest, bone paste should just be one bone considering how much you need it. Either that or I would raise the chance to get bones/amount of bones dropped in the campaign/hunts/etc by a significant amount to make up for the fact that it's not a one to one ratio.
About Wild Wolves: I've seen 6 in probably close to 800 (if not more) runs of the campaign. Not one has joined, and I'm starting to think I need 10 knucklebone tokens to claim a wild wolf no matter the rng. They're already around a 1% chance to be seen in any of the areas (just based on experience), so the fact that it isn't like, a 50% chance to get them on encounter makes growing your pack in the early game incredibly hard when breeding takes multiple days to complete and you don't have the funds to buy them off the flea market. This is a game about wolves, growing your wolf pack, and showing off the pretty wolves you have, so the fact that I only have two after three days of consistent play is crazy to me (even if I had bred my pack leader day 1, i would still only have two wolves in my pack).
Sorry if any of this sounds harsh, I do not intend for that at all. This is a great game, and honestly these are pretty minor things that I think need changing to help with balance for early game players.