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A jam submission

Edengrall DemoView game page

Farming sim in a high fantasy town
Submitted by Edengrall Dev — 3 days, 8 hours before the deadline
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Edengrall Demo's itch.io page

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Comments

Submitted(+1)

Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:

You can see my other demo day 46 streams as well on my channel.

Developer

Yep, we were in the chat, thanks for checking it out

Submitted(+1)

I definitely need to play this game some more to give more detailed feedback. Some of the things I noticed was the bedroom of the player at the start is identical to the other bedroom, so for a new player there's no way of knowing which bedroom is yours without using the bedroom finding function. There seems to be no real reason to use the normal variations of tool moves as opposed to the specials. Furthermore it bothers the heck out of me that it sounds like the music is coming from some direction in town when clearly there is no actual sound emitter.

Developer

The player room is meant to be temporary until you build a house, also options to buy other rooms in the city will be available later on.

Specials are more stamina intensive, if you have full nutrition you can go wild, but if you are short in stamina the normal slower tool use will get more done.

We are going to redo how the music plays, and add some tracks to play outside the town too later.

Thanks for the feedback

Submitted(+1)

It has a rather silent music it seems. but the Title music is comfy to listen to. The Grass is really heavy and thick. It looks odd when viewed up close and from the Top like in the Title, and the Trnasition between Grass and Pathways just feels wrong. It shouldn't be as aprubt everywhere. Even in a medieval fantasy village I'd expect grass near the Edges of it to be more cut or trampled down then this lush growth. From the Title, the City looks empty. Theres no Life in it. Sometimes it fades to close to the camera between the different LODs and Shadowmasks, causing visible Seems. Theres also clearly visible seams on the buildings roofs when theres more rounded Corners, but thats probably not gvisible from ingame as much, since you're not in that fly above Camera. The Grass works a lot better when in the Shadow, it seems to dissappear more into the Ground texture then.

Main menu on the Right definetly is a placeholder and needs work. As do the other sub menues. 

The Options menu has too much space on the right, does it really need to be fullscreen with so little and small information right? In the Gameplay section, I'm expecting the highlighted button to be the selected one, not the de-highlighted one. Probably because its only 2 selection, so I see it as a toggle. It works better on the Settings tab itself, since I have multiple selections, and only see the one pressed button.

Apply Settings window is even more of a Placeholder then the Rest.

Your default Refresh is set at 59? Not 60? Interesting, but ok.

If I hover over a selection, change it and don't move the Mousecurser, I just get 3 highlighted buttons, since the highlight from hovering overwrites anything underneath. so it looks like I have nothing selected and accidentally broke it.

Its the same for the Other menues, until I come to the Keybindings. Thats a lot of options, which is understandable, and I like that its grouped, but the small text with the wide Window seems like a real waste of Space. Why not 2 Columns? Expand and retractable categories? That kind of Stuff.

Binding Mouse input is a seperate sub menu requiring yet another click? Thats odd.

I don't know why Pirate is a Language selection, guess I'm playing on Pirate. Changes yes to aye etc. nice, I'm assuming its a test for localization. It does change Full/Light/Left/Right etc. on the UI Settings to codelines tho, which exceed the maximum button width., this might be in other places aswell.

For now I start with all settings on maximum, will lower when appropriate, so you can get a better feel for performance. Hopefully.

The textbox clicking sound is jarring.

I got the feeling this is a fantasy farming game, about some old adventurer retiring. (Also influenced by scanning through the itch page) So I was hoping for character customization, but the Intro with a fixed character+name, aswell as every other NPC being of the opposite Gender makes me assume there will be no such thing, and I'm forced to play as Adam.

Why are some NPCs colored during the Intro, but the Rest is Sepiad?

Music after the Intro is nice. I'm assuming the Rest of the music is aswell, and not comment on every Track.

I like the small flowery HUD on the top right, its comfy. Fits with the top left one, but that needs a bit of work on the Bars I think, they look too artificial.

The bottom hotbar is small and simple. Could stand being a little bigger. Also why do I just start with a ton of Tools and Seeds in my Hotbar? I'm assuming this is because theres no proper introduction and stuff yet.

Character turns in place when moving the Camera, but without any Animation. And slower then the camera, its a bit weird. Artstyle of the Character also clashes a bit with the Room decor. And it seems a lot of Stuff is just using Tileable textures and Trimsheets, which looks weird and unfitting on the Writers desk, or the Shelfs. Room also looks really empty and overly big. Same as with the City from the Title screen.

The Room is probably realistically small, but that lends itself badly to the camera so far back, causing it to easily bend heavily over the Player when being moved slightly up. Or when jumping, which clips through the Top floor.

Its a very aprupt transition between the Animation states, and walking looks too slow for the animation.

I can't interact with any chest or the small stone in the shelf, or the doors. Unless i'm using the wrong keys, but I'm mashing my keyboard. So I'm assuming its not possible to interact with the Environment.

The Clinics Roofspace looks horrid. The Shelf clips into the Wall, and the Texture doesn't align on the Floor. The Ceiling is the same as the Floortexture, instead of beams supporting the actual roof, its just a flat giant piece of Wood.

The Room layout and decoration feels a bit arbitrary. Like you know they're too big and empty, but you didn't want to make more Doodads, so you just put shelfs everywhere.

The Clinic has 8-5 Floors, depending if you count the bottom Eating Area and the Tower. With 30 Seats in the bottom and a giant Clinic, with the other buildings looking just as big, I'm assuming you're planning for s giant Amount of NPCs in the End? Like 100-200?

Nice Water, with parts of the Tower being underwater, I guess to allow walking out of it again.

Apart from some animation clipping, and not stopping when stopping to swim the swimming feels better then the Walking. But if you 'delphin hop' out of it during swimming, you make a giant leap with the swimming animation in Air. Looks really odd.

The Underwater Tower Lounge removes the Water outside, so it looks like the Channel is Empty. Then again, it is. Just like the Rest of the Town, everything just feels so incredibly big and empty.

Accidentally walked into the Library. I'm just exploring the Town at this Point. Seems to me the majority of the current NPCs are just hanging out in htere. Doing Nothing. Understandable, since there are no Books to read.

The Quest interface is weird. They already tell you wahts on the right of it, and its just the delivery window, not the actual what quest do you have Window.

It also has these super Simulator like Taste curves to match at the bottom, which turn me away from the Comfy feeling. Why not have just a textdisplay of Savory: None, little, normal, a lot, or something, instead of a weird curve, which displays what kind of savoryness they want most. Opening it also doesn't stop Time, so the NPC just casually walks away while I'm talking to them.

4 Floors in the Library. Giant and Empty.

But a really nice landing animation when falling from high up. No Falldamage tho, or at least not when jumping 4 Stories down.

Why is Mint green? I think I get the Joke, but is she supposed to be some Orc or something? Or just a green anime Girl?

The Lighthouse should tower over the other Buildings, so it can be clearly seen from all necessary directions by approaching Ships in bad Weather. Its just as Tall as they are. Most of my desire to explore is gone at this Point, since everything is just so giant and Empty.

I did however try to reach the small Islands and got blocked by a Work in Progress Wall. Thats super Fair and understandable.

With me being right in the middle of the Grass and everything on max, I'm getting smooth 45FPS. I think I recall you were worried about performance, but I'm not noticing any problems on my Part.

The Field of Clovers is just a Circle of the same density, without any variation in Foliage? I'm no expert, but I'm pretty sure it doesn't grow that Way.

Theres no music outside of Town, but I decided to try some Scything while I'm there. Its Fun. Its a bit janky, since you can kind of Scythe without it fully drawn sometimes, and you can Scythe while running like a maniac, but its really fun to just mow down the Grass. Theres nothing but the Grass tho, which is again, big and empty.

If the Green bar in the HUD is the Stamina, whats the orange one underneath?

Then I get to do it again, but this Time for the Tutorial, which I finally followed, and which limits me to a tiny Area in the Town. No Fun. Let me Scythe my Grass where I want. If you want to teach me Tiling crop tiles, have an empty Area for that in Town. Let me help out some granny in her garden or something, instead of a small tutorial tip in the Corner. Also why am I building my Farm in a shadowy corner somewhere in the Town behind a giant building? I want to build a cozy one outside.

Couldn't click my mouse after a while, but thats probably on me, too much tabbing out to write this.

Gives me an excuse to try out the save/load stuff. Seems to work fine, nice. It does however, remove all my Seeds except 1 Turnip and 1 Carrot, so I can't finish the Tutorial. Luckily I seem to have found a bunch more while randomly scything. Your Hotbar is odd. I can't swap with Mousewheel, and I don't have 1-0 displayed, so I have to count which button to press. Also if I use the 5th Tool, I open some kind of I'm assuming building menu, which I can't close by switching tools, since I can't switch tools. So I have to use escape for that. Feels unpolished.

I don't have to refill the Watering can? Thats half the Fun. And why is everything about that gridlocking me? Why can't I just aim in the general direction of the Plant and just let my Watering Can loose?

The Instagrowth I got for the Tutorial Speedup wasn't enough to actually fully grow the Carrots. But they looked fully grown, so I cut them down with the Scythe as instructed per Tutorial and received nothing. But wasted my Instagrowth, so I guess I'll wait until they grow naturally. Or maybe I find the Shop mentioned in the giant and empty City.

Also the Tutorial mentions Turnips everywhere, but I only planted Carrots and Onions. May this be a mistake making the completion actually impossible? Luckily I can skip Tutorial Steps. So I'm searching for a Shop now.

The City is a labyrinth of giant empty weirdly interconnected Rooms. Found myself in the Toiled after some while, while looking for the Shop. Theres nothing in there, some empty rooms and holes which I'm assuming are ment to be for a bath which is missing? I can't walk the Stairs up there, they're too steep apparently, so I had to jump.

Found Bianca, could walk straight through her. 

Why does the background fade to black when Interacting with the Smithy? Made a few Nails by accident, hopefully its not hurting me in the Tutorial later on.

Finally found Catarina. Her House is the first that actually looks properly filled out. Still empty, since theres no small Doodads, empty shelfs and all that, but at least no giant open Spaces. A nice comfy little Room ontop of a Storage space. I'd live there. Her Hitbox is at the bottom of the Bed tho, not at her model.

Have to wait until Catarinas Shop opens. The Lamps on the Wall seem weirdly evenly placed. Everything seems weirdly evenly and ordered placed. Not a single chair thats slightly shifted to the Side or something, no Imperfections. 

Followed my Trail to my Bed, which lead me through a few buildings and a Restaurant? I understand that theres no need for a direct route between a clinic bed of a random Person and Catarinas Shop, but that seems really weirdly, leading me through Buildings and all that. Who built this City and why that way?

Catarina still asleep at 8.15. Lazy. Wakes up at 9, walks to work in her Pyjamas without any toilet break or anything, then just transforms into her black Dress. MIght've been the same as during the Night and I just misinterpreted it. I was tapped out during it. Sorry if thats the Case.

Text is small everywhere, but then giant in the Trading window? Giving me an enormous extra List to scroll down through? And pris per KG for everything? I'm buying Planks and Elixirs by the KG not by the number? Whats with the Pentagram Coins?

Bought 200 Potatoes for 77ct, with ~4€ per KG, thats some really cheap Potatoes. I'm assuming you're talking about grams when talking about Units, but then do I buy Wooden planks by the Gram? and does Catarina just sell everything?

90g of Sage Leave on 200g of Potatoes and 250g of Beef? Thats a weird Recipe. Why do I have to buy Clean Water? Is the drinking water from the Tabs not clean enough for cooking? And why is there no search bar in a Shop this giant. I'd prefer to browse through the Shelfs normally, but obviously those are empty and just decorations.

Time to sprint through the Canals, the Womans Bath, the Tower and a Restaurant to get to a random Kitchen.

The Recipe book keeps the extra info open too long, causing it to overlap with others when sliding along a handful of them quickly.

Cooked for 2 Hours or so, made 36 Levels in Soup? At least I have 1.1kg of Super easy Soup now tho. 

Not going to look through the entire Town to meet all the 16 Citizens, if they all just have a single Line, could be anywhere in the City designed for hundreds of People and feeling more like a labyrinthian Fort then a City, but luckily I canw skip it.

Didn't know I had a Scythe special, neat. But why is it forcing me into the corner of the City for my Land Plot for the Tutorial? Can I not build elsewhere?

Submitted(+1)

Theres a cute Boy there after all, so not all NPCs are Female.

I just can't do it if I have no Energy. I don't pass out or anything, I just become unable to swing my Scythe.

Slept for 3 Days to refill my Energy. Didn't know swinging a Scythe for a bit and buying some Groceries causes a 3Day exhaustion.

Interesting that the Grid snaps only if I'm close enough to the Plant Area, but allows another grid if I'm far enough away. Thats nice. Also nice that I see the other gridlines around while I'm building. Helps aligning with Terrain features a bit Easier.

T doesn't open Piece selection in building, but makes me look straight down. Accidentally found First Person view, will be playing with that, to avoid the wonky Camera. Can't place Wooden walls on top of each other, they keep snapping to grid pieces further back, so I'm assuming I have to sleep in a kind of Pen instead of a House. Found out I need to use - and + instead of mousewheel or aiming, which is super wonky and unsatisfying. Especially, since + isn't recognized as such on my Keyboard thanks to a different Layout I'm assuming, so I have to use Numpad. But both options would require me to get my Hands way off the normal Place for movement etc.

With the +/- selection, T for new Pieces not working, and the extra Gridlines and snappoints cluttering the Screen once you're on your own Height, it quickly becomes a chore building anything. The piece selection also wasn't as clear, so I used some wrong pieces, had some walls facing the wrong way and so on. Ultimately gave up on it, and just spammed the Tutorial required pieces somewhere to get throuhg it.

Hunted for some grams of Beef. I didn't know you hunt for Beef, I thought Venison or something. I also didn't know you encounter wild amounts of grams of Beef, I thought a full Animal or nothing. Time to sleep another 3 Days because I accidentally gathered the wrong thing at the Cart.  Got lost in the City, as always. And not in a good Way.

Apparently when the Tutorial says Gathering, they mean Foraging. This Time tried to hunt for some chickeneggs, but couldn't because the 2 Hours of Foraging took all the Energy for the next 3 Days. 

And why do I have to Hunt and Gather on a Cart? Why can't I walk into the Forest and shoot my Arrows into nothingness because I suck at aiming? I'm just going to assume its just not in yet and the Cart is a placeholder. I hope.

Hunting for some Cow Ribs, got lost in the City trying to find the Kitchen again. Thought nobody was watering all the random Crop plots, but the Foxgirl is actually doing it. Doesn't seem to help tho, maybe just too little? Still a nice detail. One of the few.

Hunger seems to do nothing by the Way, I cooked the soup weeks ago and haven't eaten it yet. Also didn't spoil.

Didn't have anything but a ton of Blueberries, so I guess I'll be making a Blueberry beef Stirfry. I'm assuming it tastes terrible, so I'm not going to eat it. But I have a lot of Beta and Omega Nutrients and 74 Flavor, so thats nice I guess? But seriously, It just doesn't work well together I think. The cute and comfy farming Game, and then the heavy simulator Displays? Just a 'Well done, you made a tasty and nutritious Blueberry Beef Stir-Fry' Or ' Good Job you made an eadible and non nutritious slightly burned Bleberry Beef Stir-Fry' would work better then a bunch of Numbers and graphs.

At least I got a 47/100 which apparently is not bad.  And I can name the recipe for Future use, which is really really nice again. Are there two Developers Implementing seperate Ideas in your Game? Because it sure feels like one is trying to make a comfy little farming Sim, and the other is trying to go all out on the detailed simulation experience.

You have a big screen but a small Inventory, so by default I immediately have to Scroll through. Luckily I can resize it, which feels very clunky to do, but works. 

Having to gain exactly 8 Traits in the Tutorial seems super time consuming and unneeded. But it made me check through the Trait screen for the Plants. As above, its way too Simulation heavy for my Tastes.

Theres nothing to do except wait and hope for better Seeds over Time, so I'll be sleeping a lot.

The shields in front of the Shops could be nice to find your way through the Town, if the Shops weren't right at the channel, hidden by basically everything and always out of view.

Catarina opens at 9 or 8, so naturally decides to walk around her own Shop for a while at 7, then take another hour to sleep a bit before opening. Must've had a bad Night. Also sleeps in Day clothes after all, and on top of the Blanket, where she slides up to from the floor of the Bed. With a very static and seemingly reinforced Dress. That also makes it incredibly easy to view under it, basically making it difficult to avoid it. Does Catarina have no decency? But neither do I, I guess, since I'm creepily stalking her ride besides her Bed until she decides to open Shop. She didn't stand up at Friday 9 tho, so I'm assuming its her Day of, or maybe she just didn't feel like it? Or does sleeping mess with the NPCs sleeping schedules? Slept until sometime in the afternoon, just to get the Shop to open and spent the last money on instagrowth. I don't want to wait for my Plants to grwo in hopes of getting 8 Traits instantly. The growth Times are fine if theres something to do in between. But theres not. Hunting takes a few seconds at best, and then its of to 3 Days of sleep to recover. The NPCs have all just the same Line to say, Quests are basically impossible to complete, as I'm still in the Tutorial, my Hut is terribly and building is unfun, so theres no Point in expanding it.

Instagrowth didn'T help, I got 400g of Tunips, but no new Seeds, so I guess that was wasted money, and I should just cut grass until I randomly drop a 8 Trait seed? I thought the Tutorial talked about selectively planting seeds to get better crops and such.

Skipped it, can't plant the created seed, since I don't have one, and can't buy an Elixir, since I don't have the money, so skipped that lesson aswell.

Apparently, those where the last 2 Tutorial lessons, and now I'm left standing next to a crappy pile of wood with a tiny Crop of Tunips I don't want, and the Option to talk to NPCs in a giant and empty town, which just have a single line to say. I could cook something, that was fun, despite the overloaded UI, but I don't have any real ingredients or incentive to do so. I don't want to cook for those boring NPCs, and I apparently don't need Food myself.

Decided to spent 2 Hours to hunt 300g of Pork Tallow, then got bored. Checked out the Character Screen, I got a massive amount of Skills, Apparently theres a seperate Skill for every premade Recipe, like Porridge, Tea, Chocolae, Chili, Cowder, Seared Food and so on, but no Skill for my newly created Blueberry Beef Stir-Fry. So it seems arbitrarily detailed.  Also doesn't tell me what the SKills actually do, just that I have 28 Frying skill.  Guess I'll eat precisely 1937g of my StirFry, which despite me allowing to name it, is just being reffered to as Fried. Since those seem to have different nutritional values based on how well its cooked, what ingredients etc, I'm assuming they don't stack and Inventory becomes clustered full of slightly different variations of everything immediatly. And there don't seem to be chests or anything and just an endless Inventory, so management becomes impossible.

At least I can't eat when I'm full, that works.  But what kind of a Superhuman am I, that I need to eat 3KG of Stirfry and Soup, then sleep for 3Days, after being out gathering berries for 2 hours. 

Ate 10g of wild eggs and 600g of Citrus I found in my Inventory hoping to die from something, but couldn't. So I'll just quit here.

Sorry for the terribly long and unformated Comment.

Developer(+1)

I didn't expect someone to care enough to make such a big post, lets get into it!

-We wanted to make the grass become smaller as it switches from grass terrain to non-grassy terrain, but we haven't figured out a way to do it yet. The current terrain system has no way to know in which direction the grass height variance should happen.

-We will have time to rework UI after the NPC update, but some small changes like a new hover state for pressed (toggled) buttons is something we can do soon, added to the TODO list.

-Pirate language was a test yes, we forgot to remove it.

-Character customization is planned, but very low priority.

-Colored NPCs during the cutscene are the ones speaking.

-Most of the textures being used in buildings are placeholders, building parts have custom hand drawn textures and are what we plan to do for the whole town later, but retexturing the town will take weeks, so its low priority.

-Clunky indoors camera is a known issue, we need time to develop a system to hide the top floors of buildings you are inside, so you can have a top view indoors without problems.

-Chests are not interactable yet, you have infinite inventory space for now.

-we are limiting the amount of furniture in the town for now until we can figure out how to reduce their load on the game, we are using occlusion and LOD models, but looks like it is not enough.

-We have plans for at least 40 NPCs, but we want to add more and more if possible, also many rooms in the clinic will be alchemical laboratories, not living space.

-Getting the swimming animation right has been a pain in the ass, we decided to put it lower in the priority list.

-Library will eventually have actually copywright-free books to be read, but again, this is low priority.

-Quest system is a placeholder that will completely redone during the NPC AI update next year.

-Mint is a Dryad

-I am glad your PC could handle the graphics, we ae currently developing in potato laptops, so we can't handle our own max settings, also high graphical requirements become a barrier to entry for many players.

-The Green bar is the stamina, the one below is satiation (hunger)

-We choose that little patch of land for the farm because it is very close to the starting room, and also close to everything else inside the town, You don't atually need to make your farm there, its just recommended (skip the first tutorial step and make the farm anywhere else, the tutorial won't check for the location)

-We seem to have a weird bug where the mouse clicks or enter/space inputs get captured by some phantom UI elements, we can't figure out how to reproduce or debug this cursed thing.

-The missing seeds thing is very worrysome, you said it happened after a save/load? never seen this bug before.

-The building menu blocking switching out to other tools is an option in the settings menu, you probably pressed it and forgot it.

-The watering can right now need to lock into the tiles or it the system can't find them, we could try making it with actual collision, but will probably take a while...

-The instagrowth was supposed to be using on turnips, you start with 8 stacks of turnip seeds, looks like you lost your stacks during the save/load glitch from before.

-NPCs have no collision right now

-The fade to black on some interactables is because there is a timeskip when using them

-"Who built this City and why that way?" Mages, because they could

-The shop window is a giant placeholder, will be redone in the NPC AI update, we have something like Rimworld's trade screen in mind.

-Everything is sold in grams right now, and yes Catarina sells every item, but her shop is more expensive than the others.

-You get a huge exp boost the first time you make any recipe, and any time you get a better score than you last on that recipe.

-The amount of stamina you regain depends on how much you ate and your nutritional intake, if the satiation bar is empty you will only regain a tiny amount.

-The hunting/gathering is a placeholder until we can implement actual hunting and foraging

-Food is not spoiling yet because we haven't added refrigerators, same with temperature is disabled until greenhouses and seasons are added.

-Hunger is the reason you take 3 days to recover stamina, eat the soup dude.

-The skill for your Blueberry Beef Stir-Fry is whatever recipe you used to make it, probably "Fried [food]", just like Super Easy Soup is "Soup"

-The hunger bar is supposed to be 3 days worth of food, since a human usually goes 3 days without food before actually starving, you are supposed to eat 1kg a day.

Thanks for the feedback, we have a hard time getting playtesters since no friends and no one else in family knows what a fucking video game is.

Submitted(+1)

Looks like a few Systems weren't clear then, that I used wrong, like the Hunger/Stamina. But on that Note, isn't 1kg to eat per Day enormous? I'm sure if you work out properly due to farming, hunting etc, you eat a lot more, and Adam seems like a big guy, so theres a giant difference in needed intake between us two probably, but 1KG? 

Either way, I'll give this a go again in a few DDs, there should be some nice updates then hopefully. Good Luck on making your Game.

Submitted(+2)

Good game, most of the basic stuff's pretty easy to figure out and the tutorial wasn't too overwhelming at all. Also the first Unity game I've seen on here that doesn't have the launcher lmao.

Building and stuff's pretty intuitive, for some reason everything gave me Supraland vibes and I can't figure out why, but that's hardly a bad thing since Supraland is good.

Other thoughts:

The dialogue clickthrough sound is really grating, I'd lower it or remove it outright.

Some brief text that appear when you select an item in the hotbar would also be nice, as would a way to easily scroll through it instead of having to press individual hotkeys. 

In general some more use of floating text or icons might help, like having the interact prompts when looking at a waifu/bed/whatever being more centered around the mouse and smaller. The guide line could also be smaller/harder edged, maybe with a marker at the end showing where it's gonna go.

Swimming's too floaty for my taste, having them slow down faster would help that a lot.

The water-the-carrots objective should probably complete when the sprinklers water said carrots even if the carrots aren't in need of water. Otherwise you're basically waiting around for them to beg the sprinkler gods to be saved.

Finally the memory usage seems really high in-game given everything, around 2gb. 

Developer (1 edit) (+1)

The inventory and toolbar as well as the dialogue window need an overhaul, we are slowly redoing some of the old UI when we can, but the high priority TODO list is huge.

The swimming was very slow before, we have decided to speed it up significantly so the player doesn't feel annoyed when falling on water and can move just as fast as in land.

We noticed the problem with the watering objective not marking as complete if you don't fully water to the max, we are going to fix it next build.

As for the memory use, we are trying to optimize when we can, but until all the major features are done we can't spare time to dig deeper into what is causing it.

Thanks for the feedback!

Submitted(+2)

I thought this was a cute little game. Like others have said the camera was a bit jank indoors and I didn't really like how the game just dumps a bunch of info on you right from the get-go.  It hurt my brain a little bit with all the info it dumps on you but overall I still thought it was quite fun.

Developer

We are restructuring the tutorial to be "do this, now that" instead of the textdump, we might be able to finish in two days. The camera would take much longer to find a solution for, 

Submitted(+2)

Indoor camera was rough. Performance is rough. Giant tutorial text dump was rough. Camera wouldn't move until I brought up the f1 menu for the first time? Rock texture looked tiled as hell. A lot of textures actually don't look particularly good. The wagon near the fields entrance whose wood texture is filtered to hell ends up looking 10x better than the janky HD wooden stairs next to it.

Now the good. The grass obviously. Its great. Its a winner. I know it. You know it. We all know it. If its not the source of the performance hit, you need to back it up in 30 different locations. The farming is actually really engaging. Being able to just clear and area and start tilling a field is great. The skill system is also neat. I'm a real sucker for this kind of everquest/runescape/whatever individual skill leveling system (unfortunately it seems like the button to close the skill menu doesn't work currently).

If you can iron out the visual and performance kinks, it could probably be really great.

Developer

Did you try disabling shadows? It is actually a larger resource hog than the grass, we might as well disable it by default... The tutorial UI is still a bit glitchy and work in progress, thanks for the feedback

(+2)

Playing on a potato right now:

- Very long loading times for opening the game and starting a new one

- Game crashed without a meaningful message I can share with you when starting a new game

Developer

Disable shadows, should improve a lot

The crash is very worrisome, happens every time or just once?