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A jam submission

Edengrall DemoView game page

Farming sim in a high fantasy town
Submitted by Edengrall Dev — 2 days, 22 hours before the deadline
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Edengrall Demo's itch.io page

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Comments

Submitted(+1)

I recorded a bit of my experience (on Linux):

https://litter.catbox.moe/y8vtn9.mp4

no commentary, link expires in 3 days.

I had no intro, or tutorial like sndein 

The bigger problem was what you can see in the recording.

I also lost control over my camera some time after I found the oni girl.

I know you don't test linux builds, I understand.

Concentrate on windows, and I am just going to stick to watching your game on DD streams for the time being.

Developer

oh shit it was worse than expected

Submitted(+1)

D-don't w-worry a-about it.

I am still going to root for you on streams, and in threads.

I also hope you are going to solve the whole unlisted/indexing issue.

Developer

We finally got indexed!

Submitted(+1)

congratulations yet again

Submitted (1 edit) (+1)

There didn't seem to be an intro to me so I felt pretty stranded in that sizeable town with little NPCs.

I just went exploring or rather getting lost in the maze-like buildings for a while before actually getting to gameplay and caught a bunch of critters I have no idea what they're good for along the way.

Lighting looks extremely dull which really brings down the look of the whole game. Quite a shame because the world is really nice so far, albeit quite empty in places.

Farming feels good. I like how you can basically build up your own farm including buildings and stuff. Honestly, if I were to play this I'd probably just find a patch of land away from the town and just do my own thing there. I'd like to be able to rotate pieces using the mouse wheel instead of having to press R .

 It all feels pretty slow for my taste but I guess that's part of the genre. I never played a farming game.

When I just had a small field finished the game didn't recognize my mouse input anymore so I stopped.

Developer

That is worrying, did you play the Linux or Windows version?

Submitted(+1)

Linux. The mouse issue probably isn't so bad, would have been fixed by restarting I'm sure. Might just have been on my end. But the intro and tutorial others are talking about seemingly not being a thing is worrisome.

Developer

Just the fact it run on Linux is good news, we haven't tested the Linux version at all

(+1)

I played a little bit but realized pretty quickly it's just not the kind of game I like. I do want to say I love the architecture of the city.

Developer

Thanks for checking out

Submitted(+1)

That's quite cool. I didn't spend much time with it though, because I know it could make me addicted. Starting in a town is kind of meh for this kind of game. It overwhelms you with buildings from the beginning instead of pushing towards fields and foraging. Grass cutting looks stylish, and field work controls well, especially watering while on the move.

I like the MC design. I'm basically playing as Gherman with his trusty scythe.

And what the hell are those nutrition stats?

Developer

Thanks man, finally someone that appreciates a cool-looking MC instead of a girly femboy like the other farm sim games, we are thinking of changing the start location from the rented bedroom to the outside instead.

The nutrition stats are for making sure the player doesn't eat just a single thing all the time, gotta balance the diet.

Submitted(+1)

It triggers my food insecurity on top of being overwhelming, but it is a great way to push towards farming different plants and foraging other foods.

Developer

One day we will figure out a way to make it more intuitive

(+1)

2 hours in so far and I like what you have so far. Just going to list notes and observations I made while playing.

- The Introduction isn't very good. It sets up the premise, shipwreck survivor turned farmer, but the dialog is very stiff and the image only cutscene just makes it feel even stiffer.

- Having the character blink out of existence instead of phase out is jarring

-The  main town interiors are empty and bland. I think just shrinking some of the rooms would help with that. As a comparison, Ms. Cow Tit's area looks good. Obviously it's a balancing act and I saw in another comment you made that there is a graphics overall on the way

-Main game UI is good but the objective overlay sits on top of all the menus looks bad

-Cannot figure out how to pan the map around, so the farmer ends up going off screen, another map complaint is the player icon isn't very noticeable. Flashing white on a fairskinned character isn't very eye grabbing

-Main town exterior looks great, there are some really great locations like the underwater meeting place. That was cool. But having the same color scheme of white/red/brick makes navigation by sight a bit hard.

-No complaints on how to do certain things yet, I'm sure finishing the tutorials will tell me how to do it.  

Developer(+1)

Making a full animated cutscene will take a lot of time, it is something we are saving for the AI overhaul that will include a lot of NPC stuff

>Having the character blink out of existence instead of phase out is jarring

When did it happen? might be a bug.

Some UI is using the old Unity UI, while the newer stuff is made on the new UI, so they conflict a bit getting on top of each other and there isn't much we can do until we do a full UI overhaul and replace all the older stuff (thats 2 weeks of work at the very least)

The map doesn't pan yet, we will redo the map with proper tools like pins on the Exploration update.

Thanks for checking out

(+1)

The intro cutscene is not very good. The font is too small and it's hard to tell who's who and what's happening. I'd think it's a placeholder, but all the pictures added to it indicate otherwise. 

The indoors starting area is hideous, disorienting and labyrinthine. If your game redeems itself through its exclusive systems, you should start by drawing attention away from the presentation and introducing them to the player ASAP, which is the opposite of what it is doing now in getting you to walk through the town. 

The tutorial goals are way too minute and boring. By the time I was told to use the bottles but got them on the carrots and that apparently got me stuck I just quit because there was no novel hook to the game at all, but plenty of red flags in the artstyle, presentation and writing. As a Rune Factory and Elona enjoyer I am very much the target audience for what you want this to be (RF but more systems) and yet I would refund it if I bought it and went through these initial moments. 

I'm not sure how to fix this, but maybe either go the RF route of having a likable character tell you things through dialogue instead of a soulless Windows application help box. Ideally with systems-dense sorts of games you'd just let the player figure out what to do on their own, but here you run the risk of the player roaming about and not liking how the game looks.

Developer

A visual overhaul is planned, but we want to add at least 3 more big features before that.

The potions you need for the tutorial can be purchased in the shop, maybe we should add an extra tutorial step in case the player uses them early, tutorial steps can be skipped too, so you never actually get stuck.

Thanks for the feedback

Submitted (1 edit) (+1)

Sorry if some of the Stuff I write is the same as last Time, I can't be bothered to scan through what I wrote last Time to make sure I'm not mentioning duplicates. 

Started playing at ~11.55, stopped at 12.20 to give you an Idea on how much I spent on this.

The Title music is relaxing, but the Town still looks empty from there. The masking between various LODs seems better now tho. 

Opening the Graphics submenu lags. Menu also still seems weirdly scaled.

The Black loading screen with a small circle in the bottom feels not fitting. Also Buttons are still darker if selected instead of not selected? Thought I had disdabled the Intro, but apparently not. Maybe the button doesn't work tho.

At the few Places in the Channels where there are Corals, it looks nice. Could use some movement, bubble partilces, fish etc, but I understand thats further out.  Shame that its only in those few Limited Areas, makes the rest look blank. Corals everywhere wouldn't fit tho, so maybe mud piles, half covered stuff that fell in and so on?

Lobsters and small Critters interacting when you come to close is really nice. The Hitbox for catching by Hand seems horrible tho. Was pretty finicky to do while Swimming.

Nice Rocks. Their Placement isn't tho, just random single rocks with lots of Space in between? Put them on the bottom of cliffsides where they could fall off, around the Townwall to blend it all together, not just randomly in the middle of the Grassfield. 

Similar issue with the swap between Grass and Clovers(?). The transition itself is alright, altho I'd prefer the grass getting shorter aswell as thinner, but just a giant round patch of Clovers in the middle of a dense grassfield looks really unnatural. And your Critters also seem to spawn randomly, and not in sensible locations. Some should favor spawning near flowers, other near trees and so on. 

Windlines are nice, but sometimes seem to be too close to the floor, and especially too close to the Player. I forgot you implemented those, then had one just Line right through me, and got shocked thinking something shot me or something.

As difficult as catching crabs with the Hand is, as easy it is to catch butterflies with the Net.

Your Terrain transition near the River suffer from the same Issues as the Transitions everywhere, its just too aprupt, to much of a straight Line, doesn't feel very natural.

The dampening of the Music under the Water is a nice Touch.

Your Windlines clip through cave walls.

I have no Idea what the yellow number after the how much I caught means. But the catching is surprisingly fun, with the Butterflies flying up higher, forcing you to sometimes jump to get them makes it feel more natural then i.e. in Animal Crossing.

The Bamboo forest with the Windlines through it has potential, but then you enter and its just a dense forest of same-y plants with no undergrowth, flat Terrain and occassionaly a sprout. Camera also horribly clips to the nearest Bamboos, making for a not very pleasant traversion.

The cut grass apparently only gets shrunk in Z to 0, so it still rotates on the floor according to wind.

I have to precisely click on an invisible Part slightly above the Critter to catch it, but I can interact with the Hunting Cart from meters away?

I'll play more this evening/afternoon, I'll update this comment then. Is the Fairy stuff in yet? Or anything else new you'd like me to try out?

Developer(+1)

Thanks for the lengthy feedback as usual Tomo

The manual critter catching is supposed to be VERY hard as it is a free action, costing no time nor stamina, you are supposed to use the bug net for land critters, for water critters we will eventually add a fishing spear, lobsters and mud lurker crabs are very valuable ingredients, so they can't be too easy to grab. (we are adding the butchering table to extra meat from them very soon)

All critters spawn in specific biomes, look closely to Cave, Beach, Cliff and Flower Fields, there are many critters there that you cannot find in grassland. 

Fish, clams, shells and algae are being worked on, as well as the fishing rod.

The clover field will be a magical anomaly, we will improve it in the exploration update and make it very obvious.

Terrain transition is almost impossible to fix without a lengthy overhaul of our biome system, so it will probably not change, we will add more props, stuff like cat tails, lotus and smaller rocks will help disguise the blandness of the river area.

The buttons stay pressed if they are a toggle button, we fixed the highlight on them.

we already made it so the windlines stop before a wall if they detect a collision, can you show a screenshot of the clipping so we can fix?

Submitted

I'll see if I manage to catch it clipping.

Submitted(+1)

So heres the second part, from 18.35 to  19.13. Overall spent maybe 1.5h this DD, just to give an Idea on when I ran out of Stuff to do.

Loading works well, I didn't test it last DD, but thats good to see. The initial Screen it loaded in was full of Butterflies and swaying flowers/Grass, build a nice Scene. But that fell apart after looking it at too long, thanks to your harsh transitions, pretty much fully vertical Cliffs and so on.

The new shiny species discovered THing is really really nice. As are the puffles flying along. As generic and bland as the butterfly locations and movement patterns look with them just seemingly spawning at random in their Biome and flying around in a small Area, as fun was seeing a herd of those furballs flow along with the Wind. Don't know if that was just an accident or not, but it was really nice. 

Your numbers are still nonsensical. I followed a pretty straight, boring and unimaginative cavepath up to some Bushes, and picked up I think 300g of Berries? I think I recall you using grams for everything. So before that I gathered 13.000 grams of woodplanks? Thats just super nonsensical, just give me 20 Planks or something.

Again, I had to sleep 3 full days to restore 1 Stamina bar. I think I recall it being something about not eating anything, but its never explained anywhere, and there just isn't really anything to do that would lead into naturally feeling like cooking something up as of yet. Also I'd much rather cook in my own Kitchen then in a giant restaurant one, even if there is noone in the Restaurant, or seemingly the entire Town.

Had another one of your Windparticles clip through a Pillar near the Bell, then into the Town wall. Didn't manage to catch that on a screenshot, sorry.

Some terrain pieces in the Town don't align properly, next to the woodcart, allows me to se through the Floor.

Your scything also doesn't actually cut any Plants, it just shrinks them. So when you scythe close to the border of cut/uncut plants, you can visibly see them shrinking instead of being cut/disappearing, ending with half height flowers there. Looks super odd and immersion breaking.

Found a small beach by accident, which again is super flat and empty, but thats still most of the Game. Realized you had 'godrays' and volumetric light through the Castlewalls. Nice, but neither needed nor currently looking very well. Seems to just add in lighter/darker bands onto everything, based on klook direction etc. causing the Sky aorund the battlements(?) to be darker, kind of like they cast a shadow on the Sky itself. Which is nonsense obviously.  Also noticed there that some of your Textures really aren't fitting well. The Terrain textures themselves are nice overall, some like the rocks tile to obviously/small, but thats just an issue of big empty cliff faces everywhere, not a texture one. All the Artificial ones, wood for the Shelfs, the Elevator(?) And so on, the Metal, etc. look more like placeholder objects then anything.

Your HUD hides the Cooking etc. Windows, which pop up underneath it. If anything they should pop above it.

And again, if you're going for some kind of comfy farming/living sim thing, Your cooking interface goes heavily against that. I got lost in the City as always, but found a Steamer, so decided to steam something to eat. After figuring out how to just put anything in, instead of making steamed buns or something, I wanted to steam me some blueberries and bambooshots, since thats all I had. But telling me I need between 5000 and 100g, with 100-95% mass, that can only contain these Tags, which then obviously opens an Inventory with a Tag: !Liquid" !Melts" type window, which is also tiny, instead of just a filter list or something where I can toggle them?

And then all your Base/Extra effects? with Intensified Flavor by 10%, 5 extra epsilon nutrients, 8% more berry flavors and so on? And instead of just completing it after a short while, or giving some kind of stirring minigame or whatever, I just have to wait a long time to cook but not burn it? I know its more realistic, but its not as fun as it could be. 


Either way, got Steamed Blueberries with 40 Savoryness, 0 Salt, 58 Sweetness, 10 Bitterness, 39 Sourness 0 Spicyness and 8 Mintiness. Also featuring 0 Alpha and Gamma Nutrients, but 61 Beta Nutrients, 28 Delta ones, 64 Epsilons, 33 Zetas, 71 Omegas, 74 Flavor, but 0 Fragrancy and Pungency. All while being Composed of 85 Water and 0 Fat. 98% Quality and 100% Freshness, with Blueberry, Steamed, Cooked, Plant, Vegetable, Forage, Bulb, BambooShoot, Fruit, Berry Tags. 2.10kg of it, so its good I guess?

Writing this out in full with some space to the rest, just to show you how much Information there is, and the only one I look at to determine if I did good or not is the 98% Quality. Everything else I just gloss over and note as being there.

And then you have the follow up screen. Tasty 51/Something. (30Tastes + 22 Aroma) x 98/100 Quality. ExpGained, New Recipe, etc. Thats a nice Screen, it doesn'T flood me with stuff i don't look at, it just tells me I did a mediocre Job at steaming a Blueberry/bambooshoot mess, probably because my Tastes and Aroma are rather bad? I don't know how good 51/100 is, but that screen is a lot better then the detailed previous one. Why not have that or something similar to it be the result screen, and then give me a detailed view of the Tastes and Aromas when I hover over those? Maybe with some kind of Diagram showing that it ended up being a rather sweet or rather spicy food, but I don't need to know super detailed numbers on all of these Things. 

Ate all 2Kg of steamed Blueberries, just because I could.

Full Belly and I only needed a full Day of sleep to recover my stamina bar instead of 3. Its an improvement, but it should really only be 8 hours I think.

I wanted to try building a proper House, but your building system is still super rough and unfun. Finding out the Woodcar gave me a different kind of Wood the second Time I tried to gather some, so I couldn't complete my Floor, aswell as finding a bunch of Spiders just dancing on my unfinished floor of 2 Colors after waking up just killed it for me.

Maybe the next DD, or the one after that. Sorry.

Developer(+1)

We really need a cooking overhaul... but right now we have to prioritize new features

Also sorry for the spooders, they were not supposed to spawn where you build or where the grass has been cut, but my brother forgot to implement this little detail