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A jam submission

Edengrall DemoView game page

Farming sim in a high fantasy town
Submitted by Edengrall Dev — 2 days, 21 hours before the deadline
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Submitted(+1)

First time playing, played for about an hour. 

Visuals: Grass, plants, water look great. Textures and looking into the distance not so much. Some textures don't feel cohesive with the rest of the visual style, so they look extra grimey compared to the soft cellshading. The distant geometry and ocean looks bad, even on max settings. It's a shame because the world feels so much smaller and unimmersive when you look at the horizon and see some weirdness in the ocean or you can clearly see the low resolution impostering of the trees on the hill. The character models look pretty good, though the occasional NPC model looked a bit off. Also personally the mega milk shirt is a step too far, too memey and felt out of place. Lastly the city feel like a ghost town, needs more generic NPCs living their life or some such.

Audio: Music seems good. SFX was fine, except for the one on selecting a new game. That one is so recognizable it's ridiculous. 

UI: The content and layouts of the menus seem fine, though the space it can take up feels unnecessary. Could probably make some of them smaller so there's less dead space. I also couldn't see any options to change the clock to 12 hour mode or the measurements to Fahrenheit/Imperial, which is OK but it's nice to have for those who prefer it a certain way.

Intro/Tutorial: Couldn't tell who was who, maybe add some icon over the head of a character to know who's talking? Being left alone by myself in my room without direction was weird, I was expecting one of the women to show me around town and or bring me to some land to start farming. The startup tutorial objectives are very small, may want to make it bigger so someone doesn't miss it. I decided to mess around with the fishing and bug catching first, caught enough for the objectives. When I got the filet fish objective I floundered around and couldn't figure how to do it.

I then renovated some grass in the city into a plot of land. I planted the plants and watered them manually. I didn't think I could craft sprinklers right there so I started wandering for a bit. Talking to NPCs I was disappointed by the lack of interaction beyond one sentence. I eventually found the sprinkler crafting option and made those, as well as a butcher table to filet. However when I tried to use the filet option all of them were red or grayed out so I guess I can't do what the tutorial asked of me? I slept for a awhile and harvested my crops once they went into the vegetative state. I then wandered and looked around before stopping.

Thoughts: Game seems to have a lot of complex gameplay mechanics, like the realistic farming stats and the freeform looking cooking/nutrition system(from what I saw of the 'quick guides' from the pause menu). However it's too open in the beginning to have a sense of what to do and makes it harder to commit all this new information to memory. Could really use a more usual tutorial at the start, focusing on just one part at a time. From what I played it failed to hook me, I was pretty bored and only just starting to understand the prominent farming loop after an hour.

Game looks like it could be fun if I gave a few more hours, but the intro really does an injustice to it. That's assuming the complex mechanics don't become a headache to deal with later. Anyways, hope to see you improve this game in the future.

Developer

Thanks for playing, we are going to retexture the city this month, unfortunately adding more NPCs and adding a more detailed tutorial will take a long time

(+3)

Started at 7.30. Will put the End-Time at the End of the Post, so I can have an Estimate for how long I've played. Also starting from new again, since whatever I did last Time probably was horrible.

The Idle Animation of Sasha looks off, like she's very poorly trying to fly. I don't know if I mentioned it before, but for some Reason Adam feels pretty huge. How high is he supposed to be? I'm not saying he is by the Way, measuring next to Doors, he seems to be somewhat normal sized? It just feels kind of giant. 

You can jitter along the Chairrows in the Bottom if you're aligned right against them while walking.

Your Menues also still feel big and empty, you don't need to cover the full Screen just because.

As long as its at least 50% on the Grass you can till the Soil, causing your Farmplots to sit on the cobbled Road, which looks odd.

I'm forced to wait until the help window pops up in the Inventory, I can't rightclick or anything to force it to come up immediately? And you still seem to measure everything in g/kg. Its nice that the Seeds have a number indicator next to them, so why not planks and Nails etc. aswell? Why do I have to usew 135g of Nails, and not 12 Nails for a piece of Floor or whatever?

Following the Tutorial as much as I can this Time around, since I know how to use the Items and everything, so I don't waste the Instagrowth or use the wrong Tool to harvest etc. Why does it start on Sundays when Catarina doesn't open Sundays? I'm now forced to basically wait a full Day before being able to progress the Tutorial. 

Would still be nice if your Quickslots had numbers next to them. And your Town is still a confusing Layout and utterly empty. While the NPC interactions are extremely limited to 3 or 4 Dialogue Lines and random Quests, what really breaks the immersion is your City just being so incredibly empty. Too few NPCs for that huge of an Area and next to no Props whatsoever.

Catching Butterflies while jumping around with your Net is still really Fun. Farming also is alright once you know how to use everything, which needs more then the current Tutorial I think. Also explained in a better and more engaging Way, just some Text in the Corner is really boring. 

You have some Floortiles not aligning perfectly next to the Gate near the big Grass Area and Cliffside, causing the Skybox to shine through.  Along with some of your Textures just being lazily tiled on Objects, especially noticable on the Woood, which shows even more seeing how the Models for Railings i.e. are just skinwrapped or something, causing the Corners to bevel, and the big empty flat Areas everywhere, it sometimes gives it a really cheap feeling. Like you don't care at all about the Environment, and just want to work on the Mechanics, GrassShaders and other interesting Stuff.

Its the same with the Water, you put Fishing and some Fish in there, which is nice, and you have a few Corals around the Center whatever-it-is in the City, but then you just stopped. Even if its City-Channels, there should be more inside, a long straight Rectangular Channel looks just bland and boring, especially if the Water is so clear you can see straight through it. If I weren't able to see the Ground, it'd be a lot less empty looking already, as the mind would fill in the Blanks.

Just so I get it right, I choose my Bait, then cast out by LMB, and when a Fish bites, I have to use A/D to keep my Bar ontop to reel in, otherwise it pulls out. And the left bottom Bar indicates its stamina, which has it stop moving when it runs out to refill?

Sleeptime is pretty hard to adjust to perfect Hours etc, some snapping might be nice. 

Its nice, its Fun, works well. I still think holding LMB to cast further out, instead of pressing RMB to move in and out would be better, and its not flashy enough yet I think, needs more Juice. Do you need to display the Information at the Bottom? Since I have to keep a rather close Eye on the Interface, it moves it away from watching the Fish struggle on the Line itself. Which it doesn't do at the Moment, but should. Also do you need to show the Stamina Bar? It doesn't impact anything I do, theres no real Way of waiting it out without reeling it in immediately, so yu might aswell just hide it. Or display it as sweatdrops or other Emoji on the Fish when it actually gets tired. And while the Catch! is nice, holding the Fish proudly afterwards, or it being pulled out of the Water in a flashy Way would be nice. It works very well when I get the big Popup on a new Size-record, but regular Fish just seem a bit juice-less. ( Update on this, it seems the Window is on every Fish I catch. For some Reason I thought it'd be just on the new Records. Leaving this in, in case it helps with you Juicing it up)

Rope also should probably look a bit more like a Fishing line, rather then a big Rope. And not have to be drawn all the Way until the Knot disappears, but only to its middle or something, so the ending Part of the reeling isn't invisible.

Finished my 10 Fish, its now Monday 14.00 and Catarina is still sleeping. And still fully Clothed, lazy.

By this Point, its been 2 ingame Days, and I'm starving already. But I can't buy Food for the Eating Tutorial, so I still don't know why my Stamina isn't refilling properly and what I have to do etc. I should really be able to do that Tutorial Part when I need to, instead of having to wait 2 or 3 Days for it.

Your Inventory Tooltip keeps being visible for a while after you close the Inventory. At least having to wait for Catarina led me to find out that Mint sells building Staff for later. Mega.

Not Mega however, that after a single Day of Grassgrowth, with the Blades just being very short I already can't plow and build on them anymore and have to Scythe them away once more, eating into my precious Stamina, which I still can't refill. 

And now I'm at 16.00 and completely out of Stamina again. I get that it makes Sense, I've been working nonstop hard manual Labor since 8 in the Morning (Not really, I've been catching a few Bugs, stood around for some Hours, then Fished most of the Time), but this is still a Videogame, and I'm being forced to do nothing for 4-8 Hours a Day, or go to Bed super early. And while I know that I can eat to restore Food for the Stamina regen next Day, it doesn't help this Day. And the Tutorial for this is still technically not complete-able, so I'm not going to at this Point in Time.

And just hovering over the Blueberries, already tells me that they add 30 Delta and Zeta Nutrients, etc, I've mentioned this in all the DDs prior to this aswell. I'm not some Food Analytic or something, I don't need to know this, I don't care about this, just let me cook a Pie that refills Stamina or Saturation. With some Form of Flavor/Tastes Wheel if you want, to meet the different Preferences and Stuff. All the other Stats can just be hidden from the Player, or be stuffed into some form of Advanced Menue.

Slept for 40 Hours to get ~Half of my Stamina back, and to be on Wednesday 10.00 in the Morning, Day 4. Hopefully Catarina is open at this Time, so I can finally learn about Cooking.

At least my Plants are grown, but I'm going to let them grow further, I'm assuming they're not done yet. Why do you even show the Plant emojis for harvestable etc. on the Plants sowed by NPCs that I can't interact with myself? Them planting Stuff is fine, but just hide the Emojis for them. Or allow me to actually harvest them. Could even make the NPCs mad if they catch me stealing their Crops.

Finally found Catarinas Shop again, she's looking at the Wall. Great Shopkeeper. Anyhow, time to buy my very specific g request of Salt and Stuff. Where do you even go to buy 10g of Salt usually? Shouldn't it be only sold in Sacks of 100g or something? Shop interface also again could use some work. The Gold Icon for every Item is massive compared to the Rest, its spaced out too far, and most Stuff wouldn't be realistically sold in g, or make Sense to buy in g. I want to buy 10 Turnip Seeds or a Steak or something, not 327g of Turnip Seeds priced at 0.0007g per Unit. I want to buy 10 Seedpacks for 120g or something. Also the Shoplist is massive and there's no searchbar. You could do a grid like in the Inventory, with Price/Name/etc being displayed when you click on something, and add a searchbar on top, and it'd be a lot more comfy to use and brows through then a giant List thats not even seperated into Categories or anything that I have to brows through. Oh well, still managed to buy 500g of Beef, 400g Potatoes, 90g Sage and 10g Salt. Would've really preferred to buy 2-3 Steaks, a Sack of Potatoes, or 8 of them or something, a bundle of Sage and a small Sack of Salt instead. And then only use up the chosen g amount in cooking, thats fine, leaves me some leftovers for the next Meal.

And with a better City-Layout you wouldn't need guidelines for every Quest.

Whats with the super Loud "hide recipes without ingredients" sound? And why is filet-ing a Fish not cooking with raw ingredients on a Sink? I really have to Filet it on a dedicated butchering Table or something? And of course I get 66g of Filet, not just 1 or 2 Filets.  And there's no doubleclicking or automatically selecting the next, to make interacting with the cooking Interface even a bit more comfy and streamlined. Oh well, Fileted all my Fish. Popups for my Skill increase and received Ressource etc. are hidden behind the Interface for the Cooking, which takes up the whole Screen. Don't know why, theres basically 0 Information displayed there. A list of what I need for Fish I don't have on the Left, which doesn't matter, since I don't have any of those Fish, an Input/Output which could just be a list of my Fish to select. I'm not interested to see how many g of Fish I get from this particular one. And a giant Window at the Bottom with the selected Fish, which I also don't care about. It doesn't even need a Queue and extra confirm Button, you could just have a List of my Fish on the Left, and when I click on one, a little animation plays and the Fish gets filet-ed. And then I get the Popup on how much Filet I got, how much my Skill improved and so on, can just be kept on the Side as all the others, since your Fileting Screen doesn't take up all of the Screen anymore. If you don't want People to accidentally filet a priced Fish or something, have me click on it, then display the output, and the confirm Button, to make sure. But it really doesn't need to be such a giant Interface without much useful Information.

Your Recipe Book is a bit of a Mess. Firstly it doesn't stop interaction with the cooking Interface below. Secondly, nobody would write Falvor/Mintiy/etc. with curve Values in it. And then your Categories are a real hazzle to navigate through. It's nice that its there, but having to go to the right crafting Station, then on the right letters, and then clicking next/prev until I arrive at the desired Recipe is a lot. Why not at least display the reciped of the Letter in a list on the Page aswell, just like the Rest. Do you also need all the Seperations, how many Recipes are there? You have 5 per Page when I click on a Crafting Station, so 10 without prev/next. That means if you sorted them by Letter like you do, but display them in the same Manner, you'd need at least 11 per Cateogorie for the Buttons to be useful. That's 88 Recipes per Crafting Station.  With 7 Stations, thats 616 Recipes. 

It also doesn't display the Recipes I have the Ressources for in a different Color or anything. And Autocooking has some hiccups whenever it does a Thing. No Idea what Thing, and I'm not being taught how to cook by the Tutorial aswell, just how to press Autocook, so its a kind of useless Tutorial for a potentially complex System. Not that it matters much, as I'm immediately going to ignore all the Flavors, Nutrients etc, and just cook what I feel like at that Moment, provided I have the Ressources.  If I want to eat a Blueberry-Fish Pie, I'm going to eat one, regardless of its Nutrient Score. 

And again, a 1kg of Roast fills me up a quarter of the Satiation. How much am I forced to eat to work a Day? Time to make 5kg of Salad, because thats all that I can without spending the Money I probably need for the Rest of the Tutorial. Apparently, 1kg of Blueberries, 3.6kg of Turnips and 322g of Turnip Greens make a 26 Savory, 30 Sweet, 32 Bitter, 29 Sour, 2 Spicy and 20 Minty Salad. Also it gives me 7 Alpha, 78 Beta, 29 gfamma, 53 Delta, 57 Epsilon, 44 Zeta and 45 Omega Nutrients. Has a Flavor of 70, no Fragrance, and a Pungency of 11, while being 90 Water and 0 Fat. Neat, but do you care about my cooked Salad which I had to wait a few Seconds of nothing happening on Screen before I could click complete? No, probably not. Neither did I. But it has 2/5 Stars, so just tell me I made a trashy Salad.

But apparently its a Very Good Salad with 64 out of I assume 100? And has a Recipe level of 49, I doubt that, I just chopped some Turnips and threw them in a Bowl. Is it just based on the Amount of Ingredients or something? Oh well, 2Kg of Salad and 1Kg of EasyRoast, and I'm sated for a Day. Let's see how long it'll actually last. Not that I have a lot to do the next Day, its Time to search for 10 more Citizens that are hiding somewhere in a labyrinth-like City that looks very similar most of the Places.

Sleeping for 12 Hours to get to 8 in the Morning and have some Light, and I'm already down 20% of the Saturation of my 3Kg Meal. Great start.

Have you been in Yuis and I forgot the other Girls Name's Bakery? The Shelfs are empty, and some Things liek the Chest on top are placed Illogically, but it looks a lot lot more lifely  then in the Rest of the City. It could use a bigger Table to prepare Bread and Stuff in the Kitchen, you're not going to be able to form or Knead Dough in the Oven, and the current Table is the size of my Hat, the Shelfs are all empty, and some Furniture is just placed Nonsensically, but overall its nice. Textures, especially the Wood need some work tho, they look flat, repeating and just lazily applied, and you're lacking any real kind of Shading or Shadows or anything there, even with a few Windows, so it looks just flat, and looses clear Definition and Distinction between the Areas, like the WoodWall and the WoodFloor and the WoodStairs and the WoodBarrels and the WoodTable and so on, which all have the same Texture on every Area. 

And while the Interior of their Bakery is nice, and the Idea of a Bakery + Caffee on the upper Corner of a Harbor Area is really nice, the outside Area itself isn't. Its empty, too gridlike aligned, theres no Doodads or small Tidbits or anything to liven up the Area, its just the Bakery, the closed Caffee and 6 evenly spaced Tables. And with only 17 NPcs most if not all of which probably are in their respective Shop/etc. all Day most of the Days, there will be very little Times where theres actually people here drinking and chatting or whatever you do at a Cafe.

I can't shoot the Cannon? I expected not to be able to, but didn't you say you didn't want to place useless Props anywhere? It also looks horribly untextured and which just some default specular Plastic Material ontop. But I can jump on the Cities Roofs, nice.

Your Bath still has no Water in it anywhere. And its empty, and has a second Exit inside a House as a Public Bath. But you know those already.

You have a few Flasks at one of the Houses with a Kitchen in the Second Floor, don't know which one, I'm completely lost again. But those Flasks cull out of render Distance at ~5m or something, so they disappear from across half the Room.

You don't check for Distance on interaction, just that the Cursor is on the Object. Not even Line of Sight, so I can cook something in an Oven on the other Side of the City, assuming I manage to align my Crosshair just right.

Also it gets dark around the middle of the Day.

I'm no expert on Japanese Religious Stuff, but don't Tori(?) mark the entry to a Spiritual Area, a Door through which to traverse into their Realm? If so, while the groundbased ones make Sense, but could maybe be out a bit more, the one in the Water is pretty Senseless, as it ends on a Cliff. If it'd be inside the Cliffhole, not behind it, it'd make a lot more Sense.

When you walk on the Edge of the Rope-bridges, you start to float. Its seemingly just visual tho, or at least mostly.

Do you really need super high harvestable Grass everywhere? The Walkway atop the Temple Area i.e., has very thin Areas of Grass on both Sides. Nobody is going to use those for Farming, and it'd make no less Sense if there was just some unharvestable Grass Texture there. Saving on Performance aswell, potentially even looking better.

Is the Barn really supposed to be holding Animals on multible Levels? From how it looks, its supposed to be a 3 Level of Animals Barn, not some Hay Storage on top or something. But Cows etc. can't really climb Stairs all that well, so are they just supposed to always stay holed up at the Top, pooping on the Cows at the Bottom? That's pretty inhumane, is this a Capitalizm simulator or a comfy farming Sim?

And isn't a Cowgirl looking after Cows a bit odd aswell? On that Node, your Jiggle Physics are off. When she turns around after being talked to, her Boobs just kind of jitter back and forth, but they should be turning Side to side more, since she's rotating, not inverting herself. Also doesn't happen all the Time, but seemingly stronger the longer I keep the DialogueBox open. Or maybe every third or forth Time or so?

Then the Stairs to the Top end in front of the Wall, which makes little Sense, and theres apparently 2 Sheepgirl Corpses in the Top. Maybe they're just sleeping, their Ears move after all, but they really look more like Corpses. Don't know why they would sleep at 15 in the afternoon anyway. But I can interact with the bottom of the Bed, instead of with them, so I'm assuming you're just updating the Mesh location, but not the Interaction Box? At least watching them sleep counts as greeting and meeting them. Got some Levels in Social or something apparently, but they don't show up in the CharacterScreen. Just standing their and checking some Skills also reduced my Satiaion by another 5%. Seems sleeping and Standing takes up more Energy then running through Town. Or not really Energy, as my Stamina is untouched, but just makes me Hungry.

Why is there a circle of Tank-barriers around a Field of Flowers on top of the Barn Area? And why are they made out of Plastic, I get that its Placeholders, but what is this supposed to be in the End?

Again, why can I look at the growht State of the NPCs Plants? It blocks the Interaction with them, so I can't get my Quest up while they're on the Farm.

The Cannon ontop of the big Tower floats and has some Yellow Spots when viewed from a Distance. And the Clouds in the Back are going through the Terrain. You can also clearly see the End of the Land/Water Mass from above, it should fade out into the Skybox better I think. You also have an Issue with some Flowers over huge Distances. They become bigger and bgiger, seemingly sticking to a specific Screensize, which causes them to look like something interesting instead of just Flowers.

Interacting with a sleeping Karen advanced my hidden social Skill, but didn't advance my Citizens met Quota. I hope this Tutorial Quest isn't unbeatable.

The Top of the Lighthouse is just lazy. I'm assuming Placeholder.

(+3)

Is the Map in the Museum/Library ment to be the GameMap in the End? It says Planned Content there. To be clear, this is supposed to be a comfy farming Sim, right? Because that Map is giant. It'll be pretty Time consuming and difficult to fill all of that out with interesting and unique Content. Especially not with 17 NPCs as it is right now. you have ~100 Cells planed there, even if ignoring the empty Ocean ones, that gived you multiple Cells of the Current World size for every single NPC. Even with huge Combat fields or Travels for rare Ressources or whatever, which doesn't really fit the build up your Farm style of most farming Sims, it'd be a Ton of Space to fill out.

I can't swear on it, but I'm pretty sure I've seen random NPCs in random Houses using random Stuff a lot of the Time. Do they not have fixed Schedules or anything like that? Do they just sleep, eat, cook, whatever in whatever House/Crafting Station is just free at the Moment? Found the Squirrelgirl just standing in the middle of an empty Room somewhere nibbling on her Cookie. 

You have Butterflies flying around inside of Buildings commonly, thanks to no Doors or anything. They also fly through Walls.

Found 16/17 Citizens. You have no List of Citizines to check which you found or not, they have no alternate Dialogue, so that doesn't help, and while you have Cafes, Libaries, a big Dining hall and so on, you have no useful Schedules where you can just wait in some Place like this in the Hopes of them appearing one Day. Also as I've said, it might be broken due to the one NPC above not incrementing the Counter. So I'm going to skip to the next Step and assume I found them all. Sorry.

At least doing no work at all and only running around only took out half of my Saturation, so only 1-1.5kg of Food required per Day to not Starve. As long as I don't work ofcourse. I'll eat up, then work a full Day tomorrow to see how that goes.

You can walk up Stairs on the outside of the Railing.

7.30 in the morning, full Stamina, full Satiation, Time to work. I lack enough Materials for the Housebuilding for the Tutorial, just because I build 3 Walls more or something. You really shouldn't keep the Ressources for it so tight. And building is still a huge Pain to do. Why do I even have to build a House in the first Place? The Town is empty, everyone is living where they want, there's Tons of unoccupied Areas, why can't I just move in there somewhere?

Manual cooking wasn't described in the Tutorial, so I had to play around to learn it again. Got 42 Levels of Frying from it, and made a 0 Star Fried Blueberry. Even tho most of it was Meet and Turnip Leaves. Has 41 Savory, 5 Salty, 34 Sweet, 23 Bitter, 30 Sour, 9 Spicy, 5 Minty, 15 Alpha, 49 Beta, 17 Gamma, 69 Delta, 61 Epsilon, 44 Zeta, 62 Omega, 80 Flavor, 0 Fragrance, 20 Pungency, 83 Water and 8 Fat. Also Tags at Blueberry in gold, Fried, Cooiked, Plant, Fruit and Berry normally.Made 4.74Kg of it. Again, do you care about all of these? Do I? No. Just tell me my fried Blueberries are bad and I'm a terrible Cook. I also don't fully understand how the cooking works, but the Idea that depending on when you do Things, you can add various Bonus Effects when you cook manually is really neat. Which it wasn't waiting until it pops up then clicking on it, and not so confusing Effects like swapping Zeta and Delta which I don't care about tho, but instead something interesting, and something where I'd have to do something instead of just wait. It's also a 49/100 which is not Bad. Whats your scoring System on this? Anything below 45% is usually a failing Grade, so barely above that wouldn't be not bad, but terrible. 

Putting the cutting Gras tutorial on hold for a bit, to buy some Wood to complete a tiny 3x3 Hut. Seeing as I want to use Softwood for it all, and can only farm Hardwood at the Moment.

Buying 2Kg. I can't buy 2g of Soft wood Planks, minimum seems to be 20g. Weird, I wanted to specifically buy 2g. Spent all my Money only to barely make it. It's a 3x3 Hut from the Tutorial, why do I need to spent all the Money I have on Softwood Planks. But at least I found the Fairy Queen by accident, so I technically have all Npcs now after all. And Mint apparently turned me Teal for a while aswell, don't know why or how it happened. Sorry.

What Point is there in the Watering Can if I immediately can build Sprinklers, have to build a Ton of them ( but at least I have a Ton of Ressources for Sprinklers for some Reason). This really feels more and more like a Capitalism Farming Simulator instead of a comfy FarmingSim from how it plays. But from how the World and everything is set up, it feels like its trying to be a comfy Farming Sim, not a Capitalism Farming Simulator.

21.00 and I'm out of Stamina. That works, altho I did spent a few Hours standing around to type on this. Used up next to no Satiation tho, while I was running out of quite a bit when just talking to NPCs. And sleeping still consumes immense Amounts. Also by this Point, I have over 5KG of Food inside of me. I still think something with your Values is really off there.

Sycthing Daisies is beautiful, overall you make nice use of the Wind, shame the Map can't reflect that very well apart form the Gras/Daisies. and some Pooffles and Windlines.

Seems my Stamina regenerations slowly over Time while I'm satiated? Is that how its supposed to work? 

Why does it say I have 0g, when I have something like 0.00285g or something? Its leftover from when I bought my 2327g of wooden Planks, why is this cut of but Planks get measured in g?

Also, why is Advanced Agriculture part of the Tutorial? Why not let the Player figure out some Things on themselves, or put it in Books in the Library or something? And why do I need exactly 8 Traits? With me getting random Seeds, that'll take a giant Amount of Time potentially, of just me sything away at Stuff, hoping to get lucky.

Again, need to sleep 14-16 Hours to get my Stamina fully back. I'm nearly fully satiated, or at least was, maxed on all Nutrients, why am I still forced to sleep 2/3 of the Day?

2 Hours, maybe 3 into Sything and I'm out of Stamina. I'm 50% Satiated, and I still can work only for 2-3 Hours a Day? I get that I probably need a break after a while, but Stamina regenerates really slowly. So I'm just supposed to sit around and wait for a few Hours doing nothing? Or am I supposed to sleep for a few Hours in the Afternoon/Midday, which just plummets my Satiation again?

Went to sleep, measured it in the Evening. I can pretty much Scythe/Work for 1h then I have to sleep for 8h to regain my Stamina fully. Which depletes ~20-30% of my Satiation. All of this starting at full Satiation and maxed Nutrients and everything. Are there Stamina Potions I'm supposed to chuck constantly or do you really expect me to sleep for 8/9th of the Playtime?

At this Point, my daily Routine consists of 1-2 Hours of Scything, 8-12 Hours of Sleep, since I seem to be getting less and less Stamina restore (but I'm also running low on Alpha at the Moment, seeing as I'm running out of Food, and have no Money to buy new one), planting what I gathered in the Hopes of getting a 8 trait Seed, scything my remaining Stamina away, or gathering Food to cook into abhorently bad Meals, then sleeping 8-12 Hours again and repeating.

Don't have Materials for even more Sprinklers, and don't have the Energy to Water them myself, so I can't plant more then I have. That measn I'll now be selling Seeds and whatnot in the Hopes of being able to afford something to raise my Alpha Levels, or maybe some Nails for more Sprinklers. Can't test it today tho, as Mondays all Shops seem to have closed. But even if I did, I'd have to starve myself for multiple Days to get Satiation low enough to be able to eat enough to get the Alpha back up. I don't even want to imagine how much more Fun I could have, how much more Scything I could do, hunting Poofles, looking at your Wind do its Stuff, etc. if I would just have to worry only about satiation, instead of 10 different Bars or something. Or just consume Food to regain Stamina. Or even just have sensible Values, so I can eat once big or twice normal sized per Day, and have enough Stamina to then properly work 8 Hours, and spent 8 Hours chatting with NPCs, buying Stuff, walking, exploring, doing some light gathering or something. Instead of working for 2-4 Hours, then sleeping for 20-22. Not like the NPCs have much to say or interact with at the Moment anyway. They can give you random Quests without any background or anything, which I yet have to complete a single one of them, since hunting down the few NPCs in that big empty world is already a Chore, and then they have super specific Requests. Or they can spit out one of at most 2 or 3 generic Dialogue Lines.

I'm now also low on Gamma, so I'm forced to sleep 24h+ at a Time in order to fill one Stamina Bar for ~2h of Work at most.

Decided to spent the few Minutes I have per Day trying to fish up something, maybe Fish can give me that precious Alpha. Do you really not increase the speed, eradic-ness(?) or anything with complex Fish, but just have a last stand popup which essentiall just forced me to catch them multiple Times?

At least I could sell all the Stone and Clay and Stuff to get enough Money for some Sprinkler Parts and a bit of Food for one or two Days. I better not be forced to use those later on in the Tutorial.

Foraged some Eggs to fry up, 98 Alpha 98 Gamma, that should help. Is there any place in the World where it is explained what Nutrient you get from what? Am I just supposed to know this from real World or something? Accidentally pressed Escape, which closes out the cooking Window even if you haven't clicked on finished cooking. Does not give you the result, but luckily I could go back into the Station to get the Result again. Sadly the 330g of Fried Egg despite having 98 Alpha and Gamma barely restored any of those. Guess I should've spent a Week or so getting lucky and gathering up 1-2kg of Egg to fry up. If I don't eat 2Kg of Eggs per Week, my Diet isn't complete after all.

Also Daisies have no Plant Model, I don't know if I mentioned that at any Point before.

Since I have nothing to do but wait anyway, I'm going to gather up as much variety of Fish/Meat/Eggs/Plants as I can, and see how much it takes to fill up all Nutrients and how much that lasts me. To get a feeling for how many g of Meat/Fish/Egg/Diary/Veggies/Fruit/Berries/Whatever I need per Week/Day for a healthy Diet. Since all my Money if I ever have any goes into Sprinklers to increase the chance for 8 Traits on a Plant to finally finish this Tutorial Step, I can't buy SoupStock or anything, so all I'm making is stirfries.

That there is no Shortkey for Character, or I didn't find it, really bugs me aswell. Not going to look into your Options tho, I'm too lazy for that. Slept for 4-5 Days, so its Tuesday morning, Shops have open and every single Nutrient is at 0.0. I'm also blue again. 

Didn't know I'm forced to have min/max Percentages for things, your Interface is just too overloaded with Information. Startting with some Seared Wasabi Turnip Pork. Turned out terrible Quality, not cointing the Nutrients and Stuff for all the Foods, too lazy. Next making some Beef, Turnip, Carrot, Beet, Onion, Cowrib Wasabi Fryup. Again a terrible Result. Now its Beet, Carrot, Turnip Greens and Wasabi fried up. Terrible Result, as usual. Some varying Wedgies and Wasabi, too lazy to type it out.

Cooking Sugarcane was a huge Mistake, it really doesn't work. I now have ~30kg of Food however, that should be enough for a Week. If it Spoils, I have 20kg of Assorted Fruits again, and can hunt for a bit more during it hopefully. Let's see how the Nutrients go.

Started at 0 everything, eating all of my 702g of Seared Pork Beef fills up basically nothing, but Beta, which is now at half. Another 1kg of the Fried Cow Beef, to almost fill Alpha, Beta, Gamma and Zeta. And 1.2kg of Fried Blueberries to max out all but Gamma, which is almost full. I'll call this functional. So far I've eaten ~3kg of Food, with around 2/3 of it being Meat, the rest assorted Veggies and Blueberries, to fill out Satiation fully once, and max out all Nutrients.

Including Stamina regen, this allowed me to hunt for roughly 5-6 Hours at best. Without Stamina regen it would've been ~2h. My Alpha and Gamma Values are also down 1/4, while the Rest is unaffected. 8 Hours of sleep and I'm a quarter starved again, Alpha  and Gamma are half empty, rest is quarter Empty. But Stamina is full. I'm also only able to work 2h again before fully empty on Stamina, so Time to sleep again. 16 Hours to fill my Stamina back up. All Nutrients are now at ~20, but I got a 8 Trait Seed, nice. 2 More hours of gathering Wood since I missclicked and I'm dead again. Time to sleep for 36 Hours, then my Satiaion should be empty and I can fill back up for the Results. 

Frying up 2kg of Beef, 2kg of Potatoes and 1kg of Onions. And 1.3kg of Ribs, 2kg of Potatoes and 1kg of Onions. Ate all 2kg of the Beef, and 1kg of the Ribs to be full on Nutrients and Saturation again.

Doing the Math, I spent ~8-10h working and 60h Sleeping, for a total of say 72h, or 3 Days. During these 3 Days, I ate 3kg of Meat, 1kg of Veggies and 2kg of Potatoes. Thats 1kg of Meat, and 300g of Veggies and 600g of Potatoes per Day where I sleep 20h and work 4h, just to stay on a healthy Diet. You don't see any Issue with that Foodplan?

Either Way, its Saturday, so time to sleep through 3 Days so the Shops open and I can hopefully find enough Stuff to sell in order to buy 100g of Stasis Elixir for the Tutorial. At least Food apparently is worth a lot, so I'm swimming in 5k g. Or is it 5000g of Gold? MIght have also accidentally sold my 8 Trait seed. Not like theres any sorting or anything, so its impossible for me to know which one it is, and my Inventory is filled with hundreds of CarrotSeeds. And I just noticed the Nutrients on the Ground, are these more Stats to keep in mind all the Time?

Harvesting sometimes replants seemingly randomly? There seem to be some Bugs with stuff like that, also some Soiltiles are different Colors. If you don't have perfect 20g of Seeds or something, which you don't get from harvesting, you end up with Tons of 0g/4g/etc. Stacks of Seeds which you can do anything with, but which clutter your Inventory. And since theres no Indicator what Seed has the 8 Traits, I have to plant hundreds of Seeds and sift through an Inventory full of hundreds of 0 Stack Seed Items all with the same Icon to find what I'm looking for. Theres also some issue with Seed selection through quickslots it seems, sometimes I apparently am just not able to select some of them.

Planting all of it will take a while, but it seems the Advanced Agriculture Part 2 Tutorial Step doesn't update itself anyway. I bought 500g of Stasis Elixir, but it didn't clear that. Also, why do Sprinklers have collision? It makes it incredibly annoying to walk over the Field.

If you run out of Stamina while planting, your plant Animation just continues endless and consumes your Seeds without anything happening, until you get the Small crops require 4 stacks etc. text to stop it all. So you waste the entire Stack of Seeds. Not that it matters, I still have thousands of Seeds to plant. Not going to bother with harvesting or Watering aswell, I've run out of Funds and Sprinklers a long Time ago, I'm just trying to get through the Seeds for the Tutorial to continue. If I'm through all Carrots and it doesn't, I'm assuming its bugged or I accidentally sold the Seed and will skip this Step.

Your selection Cursor likes to skip over Tiles, its very fiddly with its tileborders. Also the deselect issue seems to happen exclusively when trying to swap from the same type of Seed to the same Type.

The more I till, the more everything breaks, with new Emojiis for Plant State popping up everywhere. I'm assuming your Systems aren't designed to have Fields that large. But why have a World that large then? With around 100x more size planned?

I'm also keeping my Satiation and all my Nutrients as high as posisble, but I still end up with a 2h work 12h sleep Schedule.

Sometime during the planting, it switched from not having the Plant, to applying the Stasis elixir to it. But I obviously don't know which Plant, I've lost any Sense for Stuff like that. I also still get lost in the City. Had to go through almost all Plants to find it again, applied the Elixir, harvested it, didn't get a perfect Seed, so couldn'T continu the Tutorial Part.

At least the Tutorial is over after I had to skip the second advanced Part. Most of my Plants have died due to not Watering or just running out of Time at this Point. Its Mon2, I'm assuming second or third Month, I lost count, I'm out of everything but empty stacks of CarrotSeeds, and the whole Town is filled with tilled Land, I'm tired and burnt out from playing this. I would write a proper closing Something at the End, but I just can't. You have enough Systems, you don't need to add more for now, make the NPCs actually interesting, give them Dialogue, some Choices to make. Proper Quests, not randomly generated fetching Stuff. Fill out your World, make it interesting and fun to walk through it. Work on your UI, and please fix your Nutrient Mess, I don't want to sleep 20h a Day just to eat 3kg of Steak anymore.

Do you know what kind of Game you want to make? A comfy Farming Sim like Harvest Moon or something? A capitalism Simulator like Landwirtschaftssimulator? Do you just want to torture Players with your Tutorial? a Dating Sim? Sorry, I'm too tired from sitting through this. 

Also, did you ever play through your Tutorial yourself? Assuming 100 is max Stats, I spent at least 1 ingame Month on this, have a tiny 3x3 Hut, filled the whole Town with Farming Land, have a ruined Inventory, thousands of CarrotPlants died, and I've lost most interest to do anything at this Point. Sorry, I don't want to sound rude, but you only need maybe 2 Steps of the Tutorial or maybe 3, the rest can just be ignored. And most of your Stats for Food, Soilquality etc. can be combined and/or hidden in submenues as to not overload the Player with Data nobody cares about. And fix your Nutrients and fill out your World, make it interesting. Give the NPCs actual Things to say and Stuff to do for/with them. Sorry again, I'll stop now.

Played until 13.33, so 6 hours for the Tutorial.

(+1)

And here's a Screenshot of the End. Sorry again for being so rude.

Developer

Sasha's idle was my first attempt at animating, I could revisit it on the NPC update. Adam is almost 2 meters tall, the camera is above his head, which makes everything look even smaller, we could add an option to have a camera to the right ot left instead.

"You can jitter along the Chairrows in the Bottom if you're aligned right against them while walking." where exactly? in the INN?

We focus in trying to get everything working on lower resolutions, so we kinda neglected testing the UI in high res.

I don't see the farmplots invading a bit of the road as too much of an issue.

"I'm forced to wait until the help window pops up in the Inventory, I can't rightclick or anything to force it to come up immediately?" You mean the tooltips? The inventory still uses the old UI, we need to replace the whole thing. We are slowly changing stuff so that not everything is shown as kg, fishes and insects use units instead of weight in the inventory for example.

Catarina does open on Sundays, the AI is a bit wonky, you can reset the AI by savings and loading and she should return to the shop.

We will fill the town with funiture, plants and more NPCs when we can, right now we need to get the base features done.

I will retexture the whole town later, as well as fixing the 3 spots where there are thin lines of unconnected meshes, I already have them documented.

You can also use W to pull the fishing line, it interrupt fish specials (when they have a circle closing in) and can stun some fish if done right, you get punished hard for missing it though.

The stamina bar is a good way to measure the fish size or to give you a big scare when you pick a fight with a boss fish expecting a easier fight. Same for the life beads next to the bar.

The fish size screen show every time, but it will only say "new record" if you get one, it also changes if you get a King size (max sized) fish.

I choose to have a Rope because it is supposed to represent a tug-of-war between you and the fish

We will add a mention in the tutorial about Reiko and Yukari selling food

We will add an option to hide plant icons for NPC plants

Shop UI will be redone to make both buying and selling faster and easier (something like Rimworld's maybe)

I see your point for making screens smaller when they can be, we will change them when we can.

The cooking UI was the first one we made and need a total overhaul, we know, but we can't right now.

Adam needs 1kg of food per day, the satiation bar has a limit of 3kg, so you can eat once every 3 days if you want or eat 1kg a day.

The cannons were placed back in the day I thought I would be able to fill the town with detail without resulting in 15 FPS or lower, want me to remove it?

The female bath exits in the clinic, not a house. Bath is work in progress.

We went a bit overboard on the prop culling, they disappear a bit earlier than should, but this is needed for performance.

We allow access to cooking tools from longer distances so you can use all tools by standing in the middle of your ktichen, not realistic, sure, but convinient.

Sudden darkness during day might be a cloud blocking the sun.

The Tori on the water exists because NPCs will be able to cast spells to move around, specially waterwalking (to access the bar in the center of the town), the priestess that will live in the temple will be a siren and will cross the water frequently.

"When you walk on the Edge of the Rope-bridges, you start to float. Its seemingly just visual tho, or at least mostly." you mean on the side of the rope bridge? the collision might be a bit wonky.

"Do you really need super high harvestable Grass everywhere?" Yes

The top levels of the barn are for storing stuff.

We can fine tune boob physics when we have time.

We are going to try and make the AI less likely to sleep during the day, since we are going for a flexible priorities/needs system they are very hard to calibrate.

You lose nutrients and satiation over time no matter if you work or not.

That is the cemitery, and those tank barriers will be replaced with statues of the founders of Edengrall.

The lighthouse will be improved when we make the NPC that lives there.

We are being way too ambitious with our map size, I know, but this is dream game we want to make.

The NPC AI is made to be very flexible, the schedules are not rigid and they do what they think is the current most important thing, but for some reason they try doing so at night, skippin sleep and so need to sleep during the day or end up sleepwalking, this is another part of the game that needs a full overhaul.

Yeah the critters do not consider collision to save on peformance, we will try to improve their spawns, so they won't appear too close to walls.

The tutorials does explains that to achieve a high score you need 3 things: max the flavor, max the quality and balance the tastes (required tastes are different for each recipe), make it so the tastes land on the green bar of the recipe requirements as you are choosing ingredients and their proportions. Maxing quality is easy since all ingredients have 100% base quality, but you try to cook something above your skill level the result will lose quality based on the difference, flavor is harder to increase, use high flavor ingredients and flavor increasing ingredient effects, don't spend your cooking points in effects you don't need as the price of all other effects increase every time you trigger an effect.

The higher the food score the more nutrition you get for it, score 50 equals to eating something raw, like a raw apple, anything under lowers nutrient gains, and above boosts it, each nutrient is linked to aattribute and gives passive bonuses to the player.

Mint skin is Teal because she is a dryad. You racist.

Sprinklers will require a water tank, pipes and pumps later on, its easy mode now, enjoy while you can.

You can only have 3kg worth of food in you and always lose only a single kg per day.

Stamina regens as your saturation lowers, the stamina gain per saturation is more efficient the better your nutrition is, eating nutrient rich food will give you constant stamina gains.

If you have less than a gram of a building material then this is a bug, probably something rounded up when it should have been completely consumed.

We will have some guides and stuff in the library one day for sure, the Advanced Agriculture part of the tutorial is more to give the player a long term goal and highlight the crop trait system.

Nutrients decay over time, you are probably very low on nutrition to need 14 hours for filling the stamina bar, also sleeping 8~10 consecutive hours and doing so during the night gives a hidden stamina regen boost

High nutrition also lowers stamina use, just buy food from Reiko or Yukari as they are all 5 star instead of making burned blueberry.

"Also Daisies have no Plant Model, I don't know if I mentioned that at any Point before." What do you mean? they are the white right in front of the appartment, you mean cultivated daisies are not showing up?

Hotkey to character skills, nutrition and stats is K, to see NPCs (shows their quests too) is N

We have to figure out a way to make cooking more intuitive yes, but you no longer need to touch the system now that you can just buy finished food.

There is a special trait that makes plants automatically sow seeds when harvested, you can mouseover the traits to see what they do. The soil color changes as it is drained of nutrients, you need to use crop rotation or leave the field fallow for a while to restore it (or use fertilizer)

We want to add better inventory management with chests and autosort soon, but will need a total remake of the inventory UI.

"If you run out of Stamina while planting, your plant Animation just continues endless and consumes your Seeds without anything happening" ok this one is bad, we will fix it.

The crop icons jump around sometimes, we have no idea why, it is a known issue, yes.

Thanks for playing again!

(+1)


The jittering Chairs are in the bottom of the Building you sleep in, the big Dining Hall. Don't know if thats supposed to be an Inn. 

I don't know if 1kg/day is a lot for a 2m Guy, but I assume it is. And that they sell Food is rather neglectable, seeing I was starved for Money most of the Tutorial, so I probably couldn't have bought 1kg/Day anyway.

Don't remove the Cannon, it just needs to be textured properly, thats all it needs. And why/how are you managing to reduce framerate that much by just placing static Meshes around? I don't know much about Unity, but shouldn't it cull them out most of the Time in Town? And even if not, static meshes shouldn't be very performant heavy unless their Shader is trash, they result in a ton of new Drawcalls, or have giant amounts of Tris. 

Its not just from the middle of the Room, I can access Crafting Stations from neighboring Rooms, through Walls, across the Channel, something there is off.

I never ment to insult Mint because of her Skincolor. It was just incredibly weird that I kept turning Teal myself at some more or less random Points. 

>Nutrients decay over time, you are probably very low on nutrition to need 14 hours for filling the stamina bar,

That is with near full Nutrients. Without it, I need 36h for a full stamina Bar. 

>you mean cultivated daisies are not showing up?

Yes.

>We have to figure out a way to make cooking more intuitive yes, but you no longer need to touch the system now that you can just buy finished food.

But I want to cook. Your cooking system in itself is great, its just the Nutrition Stuff I have a problem with. It shows too much unnecessary Information, and its too much to keep in balance. Just having a bad-good Food scale, and flavors in some imagery instead of hard numbers displayed would do a lot here.

Developer(+1)

We don't really know how and why the furniture is impacting the performance so much even when it is not being rendered, but until we manage to figure out this problem we can't add more. We are sure they are the problem because we tested with them on and off, maybe if we switch them all to use the same system the buildable parts use, which is based on Unity ECS, but this takes time.

I will switch around some priorities and redo the town texturing this month, I really wanted to leave this for later when we had more features, but this is too much of a common complaint.

The new quests give a lot of money btw, we rebalanced food prices to make it consistent with the amount you are paid for the quests, fishing quests are the most profitable.

We could tweak the interaction range, we wanted to make a system that detects rooms and let you access anything on the room from anywhere inside the same room, but it will take time.

I will check the stamina regen, maybe there is a bug, with full nutrients you are supposed to get a full restore with 8 hour sleep

When we redo the cooking we will also add an option to hide most stuff and add more Stars and simplified graphics, the cooking system was our biggest failure, but remaking the UI and all the functionality will take at least 2 months since it is linked to so many other systems.

(+1)

Again, the cooking System itself is nice, its just overloaded with Information, and the Nutrition Stuff is in my Opinion rather dumb. But not the cooking itself.
As a hacky example, you could just give all Things the same Nutritional Value for all Alpha to Zeta Things, and then hide their Display in the UI. Should require little work, and keep the cooking System as it is basically intact. Then its all about the Presentation really, so you don't have various Graphs for the Flavors, and all that many Numbers that makes it look like a Spreadsheet, but a more game-y and comfy looking Interface. 

As for Interaction, I think you're probably tracing a line from the Camera to the Crosshair anyway, if you'd just reduce the Distance a bit, and have it check for no collision, you should be fine. That way you can't interact with Things through Walls, and not over 20-30m. But I don't know how easy this is in Unity.

I just quickly googled it, and I know not enough about Unity, but did you mark the Meshes as static? Are you batching and reusing your Materials properly? Is your Shader for generic fully opaque Meshes complex at all? Sorry, probably not very helpful, but from what I gather Unity should be able to easily handle thousands of static Meshes, so the Error must lie somewhere else in there, thats just tied more secondarily to the Meshes themselves.

Submitted(+1)

Streamed like an hour, here's the vod. https://www.twitch.tv/videos/1756329973
I leave some feedback throughout the video, I missed the tutorial for the first half hour and then I only completed like 3 tasks. Even with that tutorial I feel the beginning of the games needs way more direction and handholding, there are too many mechanics and everything is too open ended so getting disoriented as a new player seems very likely.

I  like the girls, very cute and funny, I want more interactions with the girls, but that's personal preference and maybe I didn't play enough to get to more interactions.

Overall enjoyable even though I'm not a big fun of the genre. Please watch the vod for more comments, they are scattered through the entire hour, but I do leave some as I play c: 

Developer (1 edit)

I just finished watching the VOD, sorry I missed the stream

Next version will have a mouse sensitivity slider, UI rescale and the tutorial will flash red until you press F1, we will also change a bit how fish react to your bait so low level fish are more likely to bite

Congratz on catching a lv65 fish at lv1 skill btw, it was a nice catch

(also to fillet the fish you need to build a butchering table or use the one inside the tavern's kitchen, if you press F1 the game tells you that)