In the first screen, I thought the inventory bag was a different color from everything else because it was interactable, but other interactable things were the same grey as the background. Separating interactable from non-interactables visually, or having a function to highlight everything interactable, would probably be a good idea.
When looking for a small job, I'd like to have some feedback on when it'll end? Or tell me in advance how much time I'll spend searching.
You can't actually talk to Melia despite the tool tip? Aw.
I thought the store just wasn't implemented until I saw SPECXHTs comment. It worked the second time I tried going there; I imagine it was because it has opening hours? Make sure to tell the player why stuff isn't working, whether it's because they lack materials or energy or the location is closed; perhaps especially in such early prototypes as this, they might just assume it's not implemented amd ignore it. I can't figure out why I can't eat the food I've got.
Also you'll probably want an AM/PM differentiation or a 24-hour clock. I'm not sure if the moon/sun is supposed to denote AM or PM, but they're so similar-looking I didn't notice they were different for a long time.
When entering a number to sleep instead of dragging the slider, the prediction should ideally update whenever a number is entered or when I click outside the entry field, rather than only when I press enter or select the other entry field. Same thing for waiting.
Drinking soda didn't decrease the soda count right. It didn't count down the first time I drank one and when the count got to 1, it treated it as zero. I wanted to see if the same thing happened with food, but I couldn't figure out what I needed to do before it would let me eat.
Cool stuff! Also tried out everything, begged a bit, bought all the wood from the store, got some jobs.
I think some feedback when something is not possible would be helpful, like for example I think you can only get jobs when you actually have enough wood, that dependency wasn't clear to me in the beginning. Other thing I found is that I managed to reach -1 energy at some point, I think by coming home when I barely had any energy left.
>I think some feedback when something is not possible would be helpful, like for example I think you can only get jobs when you actually have enough wood, that dependency wasn't clear to me in the beginning.
Yes, i fixed that a bit today by letting the player know what is blocking him from taking a job and i'm planning on adding a global scene that displays in game errors, feedbacks, or messages (like : "the shop's closing now") a bit like a console.
>Other thing I found is that I managed to reach -1 energy at some point, I think by coming home when I barely had any energy left.
Yeah, about that i'm planning on adding an hospital to the map, where the player could end if he tires himself out (or gets his ass kicked, that kind of thing), but i don't know if i'll be able to add it by next DD
Thanks a lot for testing the game and writing me about it !
Tried drinking soda but couldn't, hammered some nails, begged for cash, bought wood. Good times. Seemed more like a life sim than a visual novel (gameplay! oohhh). I'm guessing save/load is not in yet because the buttons did nothing, exit button didn't work either.
Comments
In the first screen, I thought the inventory bag was a different color from everything else because it was interactable, but other interactable things were the same grey as the background. Separating interactable from non-interactables visually, or having a function to highlight everything interactable, would probably be a good idea.
When looking for a small job, I'd like to have some feedback on when it'll end? Or tell me in advance how much time I'll spend searching.
You can't actually talk to Melia despite the tool tip? Aw.
I thought the store just wasn't implemented until I saw SPECXHTs comment. It worked the second time I tried going there; I imagine it was because it has opening hours? Make sure to tell the player why stuff isn't working, whether it's because they lack materials or energy or the location is closed; perhaps especially in such early prototypes as this, they might just assume it's not implemented amd ignore it. I can't figure out why I can't eat the food I've got.
Also you'll probably want an AM/PM differentiation or a 24-hour clock. I'm not sure if the moon/sun is supposed to denote AM or PM, but they're so similar-looking I didn't notice they were different for a long time.
When entering a number to sleep instead of dragging the slider, the prediction should ideally update whenever a number is entered or when I click outside the entry field, rather than only when I press enter or select the other entry field. Same thing for waiting.
Drinking soda didn't decrease the soda count right. It didn't count down the first time I drank one and when the count got to 1, it treated it as zero. I wanted to see if the same thing happened with food, but I couldn't figure out what I needed to do before it would let me eat.
Cool stuff! Also tried out everything, begged a bit, bought all the wood from the store, got some jobs.
I think some feedback when something is not possible would be helpful, like for example I think you can only get jobs when you actually have enough wood, that dependency wasn't clear to me in the beginning. Other thing I found is that I managed to reach -1 energy at some point, I think by coming home when I barely had any energy left.
>I think some feedback when something is not possible would be helpful, like for example I think you can only get jobs when you actually have enough wood, that dependency wasn't clear to me in the beginning.
Yes, i fixed that a bit today by letting the player know what is blocking him from taking a job and i'm planning on adding a global scene that displays in game errors, feedbacks, or messages (like : "the shop's closing now") a bit like a console.
>Other thing I found is that I managed to reach -1 energy at some point, I think by coming home when I barely had any energy left.
Yeah, about that i'm planning on adding an hospital to the map, where the player could end if he tires himself out (or gets his ass kicked, that kind of thing), but i don't know if i'll be able to add it by next DD
Thanks a lot for testing the game and writing me about it !
would be nice to be able to access the inventory without going back to the house.
Tried drinking soda but couldn't, hammered some nails, begged for cash, bought wood. Good times. Seemed more like a life sim than a visual novel (gameplay! oohhh). I'm guessing save/load is not in yet because the buttons did nothing, exit button didn't work either.
>Tried drinking soda but couldn't
Yeah, i'll grey the "use" button out when you're full energy next
>, hammered some nails, begged for cash, bought wood. Good times. Seemed more like a life sim than a visual novel (gameplay! oohhh).
I'll use lots of visual novel elements on top of the gameplay, but right now i don't even have a line of dialogue
>I'm guessing save/load is not in yet because the buttons did nothing, exit button didn't work either.
That's the next thing i'll be working on after more bugfixes
Thank you for trying the game and writing a comment about it !