First time trying this game. There's an insane amount to cover, but i'm not capable of writing any of it elegantly. I recorded my thoughts a bit in realtime as I was playing and I am going to paste it down below.
I picked custom character because of course I want to try the cool custom options.
i made a max height character but every door is too small, camera collides with everything
the biggest meme about the game is the grass so i immediately took out the scythe and started chopping grass
it is in fact, very well made grass, very cool
ok so i go to the tutorial area now and it shows me to go to an area and cut grass........except i cut it all, oops lol at least i can skip this tooltip
when watering i would like to see important info like water level instead of time to harvest, which i assume would be a visual thing
scale just feels off in general
why do i not get all my stamina when sleeping
very hard to interact with certain things due to the way interactions are 'chosen'
character looks goofy running with maul
town is massive, confusing, layout is terrible, the only bed you can sleep in is in a strange place
I legitimately feel like it is an SCP backrooms situation for how big and empty the place is
there's like 10 NPCs and the town could fit like 500 people in it
like for instance, why is there a giant asian temple in the back of the town that serves basically no purpose
why are things like that in the game before even cementing a purpose for all the other things
If you had to give everything in this town a purpose, you would not finish until many years
a lot of houses just don't make sense from any angle on the inside, it seems like things are just kind of placed arbitrarily without any sense of reason
like at first I wanted to play the game because cute life farming sim but now I want to keep playing because of how strange and weird the city architecture and layout is and why is it so damn empty and big; I spent so long just walking around the city finding new weird buildings to explore
as I walk through it, ideas pop into my head. 'oh there's a giant bell in the center with a rope, maybe there would be a quest to ring it' or something, and i'm sure these ideas have been planned or thought of as well, but there's just too much of it with no purpose
I think the main town needs to be 90% purpose and 10% filler but currently it's like 95% filler and 5% purpose
the rest of the map can have filler, but just make it seem purposeful; like an abandoned ruin or broken windmill or something
before you tell me to open the map and use the funny guide feature: that's not the point. you should not have to have these things in your game. the player should actively be excited to go exactly where their comfy bed is at the end of a hard day of collecting and stuff, and thus, it should be in an easily accessible and notable area
likewise with NPCs. their houses should have defining traits like a gardener would be in a giant greenhouse, an apothecary might have cauldrons and fumes spewing out of it, etc, i think that idea is present here, but not quite compatible with the way things are placed in the city
graphically, it's pretty rough
the aesthetics are fine, but using one directional light and using unlit models without any secondary layer like vertex lighting looks abhorrent
i did see some weird stuff that was like baked shadows? but it didn't seem right, more like a glitch (included a picture below)
it's sometimes hard for me to tell when im going up stairs, when im turning a corner, etc because the textures blend together because there is no light data there
I would recommend vertex lighting if you want to go with this type of style but you might want to rethink your realtime direction lighting if that is the case
anything would be better than the way it is now though
found another NPC and shes glitched into a chair (included a picture below)
THE SUN IS GIGANTIC HOLY SHIT everyone on this planet would be dead if the sun was that close lmao
WAIT THERE'S MORE STUFF UP HERE??? THERE'S AN ENTIRE FARMHOUSE AND LIKE A SMALL BARN AND A SILO
BUT IT SERVES ZERO PURPOSE AND IS COMPLETELY EMPTY
the actual crafting systems are incredibly detailed
now as I understand, this is the 'catch' of the game and it is very true, it is absolutely bottomlessly detailed
i personally find it offputting in a game that is meant to be a 'comfy life sim', and i have played many modpacks in minecraft that have vast expansive crafting/harvesting systems
but, as said in the game's screen, it's not for everyone, and i respect the decision and it seems well made. you can tell a lot of thought and careful consideration was put into it and it does kind of scratch a type of itch
my closing thoughts are that this is a very endearing game but the eyes are entirely too big for the stomach and it has spiraled out of control
if nothing else, the entire city needs to be redesigned or pruned. even for the most die-hard fan of an intricate life sim like this, they would be put off by the excessive unused space. likewise, the not die-hard fan of intricate life sims would not find ANY appeal in this game because it's too complex AND hard to navigate
it feels like there are two parts at play: there's a person who wants to design this intricate, bustling city and it's outlying areas, filled with content and NPCs; and there's a person who is struggling to realize their dream farming game with insanely detailed crafting mechanics
and those two people are not communicating or working together, but rather doing their own independent things
I think a lot of people would like to see you succeed and I am one of those people.
if you want more feedback on something let me know, I look forward to playing your game next demoday as well.
The tutorial was supposed to check for grass being cut beforehand, but we forgot to add the check sorry
You can see the water level by pressing E to see details on the soil tile
If you pick a max size male character the scale will look weird
Sleeping gives just a tiny amount of free stamina, you need to eat to regain most of it
We are going to add more animations one day and let the player choose which walking cycles and idle animations they want, for now it is goofyman only sorry
Town remake is underway (layout won't change much, but it will look better)
We had planned 40 NPCs, but it takes so long to make them we could only do 18 before moving on to other features
The temple will have lore significance (one day)
We didn't fill the whole town with furniture because it started to drain FPS, I had started making lower poly versions, but had to do other things
We are going to redo all the lighting when we switch to URP (not possible right now because we use too many custom shaders for optimization, and would need to redo them all)
We are probably going to move away from "comfy farm" to "recettear style debt simulator" that would be more in line with our systems I think
Your scope is gargantuan. I really dunno how many years could take to finish this, but anyway:
I'm sorry to say that this game lost me fast.
Long disastrous story of my playthrough:
I like the artstyle and general vibe of an old korean mmo(dunno normies how will react to it).
Everything is sink or swim, and this makes very easy to bounce back from the game. For example it took a minute even to equip an item, the item bar is without numbers for dunno what reason, so I need to count every time I wanna equip something(after a while I discovered that I can equip from inventory).
Harvest/farming system it's nice, but after you see some tabs seems super complicated, beyond the scope for a common game. it's very cute that the ground becomes wetter after each click of water.
Fishing minigame is cool.
Everything went off rails with the "go to buy food from catarina". No waypoint for that, So I begin to search the whole city for this npc(the city is waaaaaaaaaaay too big). Well for pure chance (after I roamed for a while like a moron) I pressed M, found her on the map and tracked her down by clicking on her icon. So the systems are there, pls let me know they exist.
After that I searched for X min a way to fillet a fish, I find a kitchen after a while with a cutting board with a knife "for raw preparation" but it does nothing to the fish. After clicking at random I find another table with other knives that makes me fillet the fish, but this table has nothing special about it, so how to recognize it?
Cute cooking menu, and minigame. I used pan with fish, one seared, one fried.
I didn't find a questlog, not even in the bindings, but I might have missed it even if I pressed every damn button on the keyboard.
After I managed to find my bed, I couldn't sleep in it. I saved and quit.
- Pls dont put "wishlist" as first thing you see in the menu
- There is no load in the option, you find load inside "save". If you wanna keep it that way, at least change it to Save/Load.
You already have done a lot for this game, I see the love you put into it and this merit praise. Dunno how many are working on this, but it didn't seem a scope manageable by an 1ma.
We really messed up throwing feature on top of feature and now making a complete tutorial that guides the player through the whole game without confusing them is almost impossible to do
We can add numbers back in the toolbar, it had numbers back in day, not sure why we removed.
I see how having a raw preparation table and a butchering table could confuse people, it felt logical for us while developing, but a new player surely could get confused.
There is no questlog (yet), our current quests are more of a placeholder, you don't even need to accept them, just deliver if you have the item and there is no failure for not doing them in time.
Game looks very promising, and I like the concept a lot, but definitely needs more polish. Also first time playing the game, so didn't have any prior knowledge of mechanics or locations.
Starting out first I tried fishing, after catching bait fish I had to press TAB twice for it to show up on the bait menu. The left/right movement of the fishing minigame also has some weird momentum to it, making winning it really hard - I haven't been able to catch anything but the basic baitfish that had no minigames (not sure if this is just not having a high enough fishig level though).
The way the context tutorial is set up is really nice, as it gave info as I was checking out certain mechanics instead of forcing me a linear "do this, then this" tutorial questline, though the guide line is a bit too thick in my opinion. When it came to resting, it also brought me to an owned bed, which I didn't realize at the time as was confused for a bit why I wasn't able to interact with it before giving up and just putting down a new bed next to it - only to realize in the morning that the reason I cannot sleep in it is because it's one of the NPC's.
The tutorial for food for me didn't show up until I was starving for three days - at least I haven't seen it, and I was checking the tutorial window for other stuff during that time. I was also unable to find any berries outside of town or the general store - I did find the bakery but other than talking and quest turn-in there was no option to buy food, meaning even after sleeping through most of the day I only got very little stamina back. I don't know if it's just the bad first impression but I'm not a fan of the hunger system on top of the stamina system, and if nothing else maybe giving the player some starting food in their inventory would be nice (I was only finding materials and seeds).
Cutting the grass is oddly satisfying in a powerwash simulator kinda way, and my only feedback for it is as someone who'd like keep the whole plot cut down fully at all times that the grass grows back a little too fast (though that could also be me having to sleep a lot due to lack of food too).
The bugnet seems redundant as I was able to catch things fine with just pressing E. Animations for tools also freeze when you go into first persion view (probably because the model disappears).
If you hold the fishing rod the fish near where the bait will fall are highlighted, green/yellow are at or slightly above your fishing level, red are too strong for you
Were you playing as Adam or custom character? The game is only supposed to send you to your own bed and NPCs can't use that one.
Buy food with T (trade), if you could not access the trade option it is because the shop was closed.
The animations glitching out in first person was supposed to be fixed already... sorry I guess it bugged again
That explains it, the fishing highlights I've seen were red (didn't think it was for skill level, just to let you see if there's a fish) and yeah, was playing a custom char. I'll have to check it again later but I don't remember seeing the trade option ever in general even if I went to NPCs during the day.
Male can only choose Height, but Female gets additional Hips and Breast sliders? No Muscleslider for Men or something? Also Females get more customization Options on their Main Body and Accessories? Obviously you shouldn't have the same Choices for both, that'd be stupid, but Man should be able to wear Shirt+Jacket or something aswell, no?
Anyhow, Breast and Hip slider also move the specific Bodyparts up and down, not only size them. Your selection sub-menues when clicking on one do not always align properly to the selectionbox and can go offscreen. Your UI overall is, as pretty much every DD before not very good in your Menues. I can also see the HUD and the loadingScreen behind the Creation Menu itself. The Pose is pretty weird looking aswell.
Some Parts like inner Hands, Toes and inner Ears are not getting Shaded, and the Eyes are obviously taged on. The Skin is also way too shiny, so when choosing a darker Skin color for testing, it looks more like nearly melting Chocolate then Skin. Boobslider grows extremely unnaturral. I'm assuming because Physics aren't applied in the Creator, but why isn't it? It's on for the Hairstyles. And apparently Horns are part of the Hairstyle?
Your Highheel Options aren't standing on their Heels. Your framed Glasses float way too high above the Nose. You do also not offer a lot of interesting or standard clothing Pieces at the Moment. Especially no normal Shoes, either Highheels or Sandals basically, and either long Dresses or skimpy outfits. Some outfit Parts like the small Jacket are also in Accessories - TorsoMiddle, when they should be in Torso-Outer Clothing. Some Parts also clip horribly with each other.
Finally I could barely click confirm, because a giant DEMO Text is blocking the Button.
Regardless, it adds a lot in being able to Identify yourself into the Games World.
It's a Shame that Hair Physics are only in creating your Character apparently, but its really nice that I no longer am a 2m+ tall Guy, hopefully gives me a better Sense of Scale. And hopefully I won't need multiple KGs of Food per Day aswell.
I don't know if you changed the Animations, my Gut instinct tells me no, but they feel a lot nicer on my Character.
Some of your new Sparkles, the Clock on Autocook etc. are nice, it adds quite a bit. You still overload it with a ton of Information tho.
I 'think' there's a lot new in the Fishing, some more Juice, the new sinking of Bait, and keeping it afloat with your reeling, sadly it seems to not do much for the Fish, and its better to just let it sink in Place so they follow and don't loose focus, instead of mimicing Bait-movement. Still Fishing and catching Bugs is once again the most fun Part of this.
And then came the least favorite Part again, searching your Town for the Villagers. Noticed that my Energy seemed to go up during it tho, not down, so something is wrong there, or changed?
Having a Time to sleep popup is really nice in the Tutorial, and having a proper report of the Day aswell, altho again your UI is feeling a bit weirdly laid out and potentially overloaded. It's alright to tell me I have 10 Butterflies, 1 Bee, 1 Cricket and so on, but it feels odd to specifically tell me how many grams of whatever I bought in the full Screen, instead of an optional Popup. Same with every 20g of random Seeds I happened to find. Just giving me Spent/Made/total Income, Skillups, and big Things, like a specifically large Fish, or if I harvested 2000kg of Potatoes or something would be enough I think.
Finished the Tutorial up to Advanced Agriculture, took the Time to build a tiny but proper looking Hut this Time. You're missing a reverse Triangle Wallpiece, so one side will always have its support Beams on the Wrong side as it is right now. You also must've changed something at the Saturation System, I eat way less and stay full for longer. I still run out of Energy if I don't take a nap during the Day aswell, but I at least no longer have to constantly chow down Blueberries, which is nice. I also found a Clover+Puffles Quest for Luca I'll attempt, looking for and gathering the Ingredients was fun. But you really need proper Dialogue and Requests for the Quests, and when turning them in, so it feels rewarding and interesting, not just having every NPC with a Quest topic that just displays what they currently want. Forgot that the Quest had a Time limit, and couldn't grow enough Clovers in Time, what a Shame.
And I added a little Steamer and Stuff to my House to steam some trash-fish Filets with Blueberries and Ginger. If you know what you're doing and pay attention to the Graphs provided, it is fun, but it would be a lot more Fun if I didn't have to number crunch so many Graphs at the same Time during it I think.
Looking at the Traits/Nutrient/Etc System more, again it could be fun, the System seems interesting, its just horribly displayed to the Player, with a Ton of overly detailed Numbers, boring Trait display etc.
Anyway, here's the Hut, with the almost finished Tutorial and everything. What you need the most, apart from a proper redo of the Town layout, Graphics, Lighting etc ofcourse, are better NPCs with proper Dialogues and routines, so you can have Fun interacting with them, and a better UI on pretty much everything I think. Still, I enjoyed it more then last Time, so it definetly is improving, good Job.
The sliders are based on shape keys, the female model has them so we can reuse the same model on all our girls. We could add some sliders based on bone scale, but would look probably weird
The clothes also were tailored for each model and clip badly if you try to swap them, I will eventually make new clothes for males
We just added a small paralax in the background of the character creation UI, this should block the game UI showing up
All the skin uses the same material, so it does get shade, not sure what you mean. The gravity defying boobs are more aesthetic pleasant tho. Horns will be split off from the hair model later (forgot to do it)
We completely forgot about the high heel stuff, the NPCs have custom animation to deal with that, but I don't even remember how it worked, we need to check it out and apply to the player. The clothes clipping is an issue we cannot solve at least for now, as most of these were not designed to work with each other, they are recycled from the NPCs.
We fixed the demo blocking the button, sorry
The cloth/hair physics script seem to work very well when rotating, but not when moving normally, calibrating it is a nightmare.
It has been a while since we changed the animations, but we did skip DD50, so maybe?
Stamina is always regenerating as long as you have food in your belly, just does faster when sleeping
We could add options to skip parts of the daily report...
You can flip building pieces, I think it was R or shift+R
You can reap the 4 leaf Clovers (if you can find them) from the clover field outside the town (use the small sickle)
We really want to work on basically everything you suggested on the last paragraph, but this meager update took 3 months, we are so behind the schedule for everything we had planned...
Just select the darkest Skin Option and look at the Insides of the Hands or Ears in Character Selection. It looks a lot lighter then the rest of the Skin.
>Flip building Pieces.
R just rotates, I'll try out shift-R later, but if its just rotation 180°, you'll still run into the issue of the Supports on the wrong side.
>small sickle
So, Scythe is for clearing mass and small sickle for gathering the actual Ressource? Or is this Clover exclusive?
Also, after finishing the Quest, your UI doesn't Anchor to Screen, but is resolution dependant. At 2550x1400 or whatever, the Deliver Window is far enough off Screen to not be able to click the button. At 1200x700 or whatever, the same Window is in the top left, allowing easy access, but making everything nearly unreadable. Inventory jitters around weirdly at low Resolution to find its Place, and the Icons inside don't scale down, so they are massive and overlap each other, making using or reading them impossible. After scaling Resolution back up, once the Quest was delivered, the Icons scaled up again tho, so they are now extremely massive and unreadable on normal Resolution aswell. This is probably the same Issue with selections on Scrollbars etc. occassionally going offscreen.
Ah I get what you mean, the inner part of the palm is supposed to be lighter on the dark skin tone, the shading still applies, but it is softer
You can invert pieces, might have to look again in the keybinds
The scythe is for clearing large areas yes, on your crops it harvests the same, but for wild grasses it generates less drops, while the sickle is less stamina efficient and has less area, but gives larger returns. Also you can physically see 4 leaf clovers in the middle of the 3 leaf ones, they are hard to spot, but if you find them use the sickle to get the drop.
We didn't test much in resolutions other than 1920x1080, thanks for pointing that out
I'm on Linux, I tried to make to work but couldn't. First I was able to open it with wine but couldn't get mouse clicks to register. Then I tried downloading via Steam and using Proton to play, when I selected my character and went to a new game, everything froze completely. I'm not trying to nitpick this issue, obviously, it was made for Windows, but this leads to my point.
I don't have a lot of experience with Unity. But I think it should be able to produce binaries for other platforms without too much work. If possible/convenient, I would recommend creating builds for Mac and Linux so your game can reach others.
Comments
First time trying this game. There's an insane amount to cover, but i'm not capable of writing any of it elegantly. I recorded my thoughts a bit in realtime as I was playing and I am going to paste it down below.
I picked custom character because of course I want to try the cool custom options.
i made a max height character but every door is too small, camera collides with everything
the biggest meme about the game is the grass so i immediately took out the scythe and started chopping grass
it is in fact, very well made grass, very cool
ok so i go to the tutorial area now and it shows me to go to an area and cut grass........except i cut it all, oops lol at least i can skip this tooltip
when watering i would like to see important info like water level instead of time to harvest, which i assume would be a visual thing
scale just feels off in general
why do i not get all my stamina when sleeping
very hard to interact with certain things due to the way interactions are 'chosen'
character looks goofy running with maul
town is massive, confusing, layout is terrible, the only bed you can sleep in is in a strange place
I legitimately feel like it is an SCP backrooms situation for how big and empty the place is
there's like 10 NPCs and the town could fit like 500 people in it
like for instance, why is there a giant asian temple in the back of the town that serves basically no purpose
why are things like that in the game before even cementing a purpose for all the other things
If you had to give everything in this town a purpose, you would not finish until many years
a lot of houses just don't make sense from any angle on the inside, it seems like things are just kind of placed arbitrarily without any sense of reason
like at first I wanted to play the game because cute life farming sim but now I want to keep playing because of how strange and weird the city architecture and layout is and why is it so damn empty and big; I spent so long just walking around the city finding new weird buildings to explore
as I walk through it, ideas pop into my head. 'oh there's a giant bell in the center with a rope, maybe there would be a quest to ring it' or something, and i'm sure these ideas have been planned or thought of as well, but there's just too much of it with no purpose
I think the main town needs to be 90% purpose and 10% filler but currently it's like 95% filler and 5% purpose
the rest of the map can have filler, but just make it seem purposeful; like an abandoned ruin or broken windmill or something
before you tell me to open the map and use the funny guide feature: that's not the point. you should not have to have these things in your game. the player should actively be excited to go exactly where their comfy bed is at the end of a hard day of collecting and stuff, and thus, it should be in an easily accessible and notable area
likewise with NPCs. their houses should have defining traits like a gardener would be in a giant greenhouse, an apothecary might have cauldrons and fumes spewing out of it, etc, i think that idea is present here, but not quite compatible with the way things are placed in the city
graphically, it's pretty rough
the aesthetics are fine, but using one directional light and using unlit models without any secondary layer like vertex lighting looks abhorrent
i did see some weird stuff that was like baked shadows? but it didn't seem right, more like a glitch (included a picture below)
it's sometimes hard for me to tell when im going up stairs, when im turning a corner, etc because the textures blend together because there is no light data there
I would recommend vertex lighting if you want to go with this type of style but you might want to rethink your realtime direction lighting if that is the case
anything would be better than the way it is now though
found another NPC and shes glitched into a chair (included a picture below)
THE SUN IS GIGANTIC HOLY SHIT everyone on this planet would be dead if the sun was that close lmao
WAIT THERE'S MORE STUFF UP HERE??? THERE'S AN ENTIRE FARMHOUSE AND LIKE A SMALL BARN AND A SILO
BUT IT SERVES ZERO PURPOSE AND IS COMPLETELY EMPTY
the actual crafting systems are incredibly detailed
now as I understand, this is the 'catch' of the game and it is very true, it is absolutely bottomlessly detailed
i personally find it offputting in a game that is meant to be a 'comfy life sim', and i have played many modpacks in minecraft that have vast expansive crafting/harvesting systems
but, as said in the game's screen, it's not for everyone, and i respect the decision and it seems well made. you can tell a lot of thought and careful consideration was put into it and it does kind of scratch a type of itch
my closing thoughts are that this is a very endearing game but the eyes are entirely too big for the stomach and it has spiraled out of control
if nothing else, the entire city needs to be redesigned or pruned. even for the most die-hard fan of an intricate life sim like this, they would be put off by the excessive unused space. likewise, the not die-hard fan of intricate life sims would not find ANY appeal in this game because it's too complex AND hard to navigate
it feels like there are two parts at play: there's a person who wants to design this intricate, bustling city and it's outlying areas, filled with content and NPCs; and there's a person who is struggling to realize their dream farming game with insanely detailed crafting mechanics
and those two people are not communicating or working together, but rather doing their own independent things
I think a lot of people would like to see you succeed and I am one of those people.
if you want more feedback on something let me know, I look forward to playing your game next demoday as well.
The tutorial was supposed to check for grass being cut beforehand, but we forgot to add the check sorry
You can see the water level by pressing E to see details on the soil tile
If you pick a max size male character the scale will look weird
Sleeping gives just a tiny amount of free stamina, you need to eat to regain most of it
We are going to add more animations one day and let the player choose which walking cycles and idle animations they want, for now it is goofyman only sorry
Town remake is underway (layout won't change much, but it will look better)
We had planned 40 NPCs, but it takes so long to make them we could only do 18 before moving on to other features
The temple will have lore significance (one day)
We didn't fill the whole town with furniture because it started to drain FPS, I had started making lower poly versions, but had to do other things
We are going to redo all the lighting when we switch to URP (not possible right now because we use too many custom shaders for optimization, and would need to redo them all)
We are probably going to move away from "comfy farm" to "recettear style debt simulator" that would be more in line with our systems I think
Thanks for playing and reviewing
Sooooooo... It's hard to review this.
Your scope is gargantuan. I really dunno how many years could take to finish this, but anyway:
I'm sorry to say that this game lost me fast.
Long disastrous story of my playthrough:
I like the artstyle and general vibe of an old korean mmo(dunno normies how will react to it).
Everything is sink or swim, and this makes very easy to bounce back from the game. For example it took a minute even to equip an item, the item bar is without numbers for dunno what reason, so I need to count every time I wanna equip something(after a while I discovered that I can equip from inventory).
Harvest/farming system it's nice, but after you see some tabs seems super complicated, beyond the scope for a common game. it's very cute that the ground becomes wetter after each click of water.
Fishing minigame is cool.
Everything went off rails with the "go to buy food from catarina". No waypoint for that, So I begin to search the whole city for this npc(the city is waaaaaaaaaaay too big). Well for pure chance (after I roamed for a while like a moron) I pressed M, found her on the map and tracked her down by clicking on her icon. So the systems are there, pls let me know they exist.
After that I searched for X min a way to fillet a fish, I find a kitchen after a while with a cutting board with a knife "for raw preparation" but it does nothing to the fish. After clicking at random I find another table with other knives that makes me fillet the fish, but this table has nothing special about it, so how to recognize it?
Cute cooking menu, and minigame. I used pan with fish, one seared, one fried.
I didn't find a questlog, not even in the bindings, but I might have missed it even if I pressed every damn button on the keyboard.
After I managed to find my bed, I couldn't sleep in it. I saved and quit.
- Pls dont put "wishlist" as first thing you see in the menu
- There is no load in the option, you find load inside "save". If you wanna keep it that way, at least change it to Save/Load.
You already have done a lot for this game, I see the love you put into it and this merit praise. Dunno how many are working on this, but it didn't seem a scope manageable by an 1ma.
We really messed up throwing feature on top of feature and now making a complete tutorial that guides the player through the whole game without confusing them is almost impossible to do
We can add numbers back in the toolbar, it had numbers back in day, not sure why we removed.
I see how having a raw preparation table and a butchering table could confuse people, it felt logical for us while developing, but a new player surely could get confused.
There is no questlog (yet), our current quests are more of a placeholder, you don't even need to accept them, just deliver if you have the item and there is no failure for not doing them in time.
The bed problem will be fixed next update
Thanks for playing and reviewing
Game looks very promising, and I like the concept a lot, but definitely needs more polish. Also first time playing the game, so didn't have any prior knowledge of mechanics or locations.
Starting out first I tried fishing, after catching bait fish I had to press TAB twice for it to show up on the bait menu. The left/right movement of the fishing minigame also has some weird momentum to it, making winning it really hard - I haven't been able to catch anything but the basic baitfish that had no minigames (not sure if this is just not having a high enough fishig level though).
The way the context tutorial is set up is really nice, as it gave info as I was checking out certain mechanics instead of forcing me a linear "do this, then this" tutorial questline, though the guide line is a bit too thick in my opinion. When it came to resting, it also brought me to an owned bed, which I didn't realize at the time as was confused for a bit why I wasn't able to interact with it before giving up and just putting down a new bed next to it - only to realize in the morning that the reason I cannot sleep in it is because it's one of the NPC's.
The tutorial for food for me didn't show up until I was starving for three days - at least I haven't seen it, and I was checking the tutorial window for other stuff during that time. I was also unable to find any berries outside of town or the general store - I did find the bakery but other than talking and quest turn-in there was no option to buy food, meaning even after sleeping through most of the day I only got very little stamina back. I don't know if it's just the bad first impression but I'm not a fan of the hunger system on top of the stamina system, and if nothing else maybe giving the player some starting food in their inventory would be nice (I was only finding materials and seeds).
Cutting the grass is oddly satisfying in a powerwash simulator kinda way, and my only feedback for it is as someone who'd like keep the whole plot cut down fully at all times that the grass grows back a little too fast (though that could also be me having to sleep a lot due to lack of food too).
The bugnet seems redundant as I was able to catch things fine with just pressing E. Animations for tools also freeze when you go into first persion view (probably because the model disappears).
If you hold the fishing rod the fish near where the bait will fall are highlighted, green/yellow are at or slightly above your fishing level, red are too strong for you
Were you playing as Adam or custom character? The game is only supposed to send you to your own bed and NPCs can't use that one.
Buy food with T (trade), if you could not access the trade option it is because the shop was closed.
The animations glitching out in first person was supposed to be fixed already... sorry I guess it bugged again
That explains it, the fishing highlights I've seen were red (didn't think it was for skill level, just to let you see if there's a fish) and yeah, was playing a custom char. I'll have to check it again later but I don't remember seeing the trade option ever in general even if I went to NPCs during the day.
Male can only choose Height, but Female gets additional Hips and Breast sliders? No Muscleslider for Men or something? Also Females get more customization Options on their Main Body and Accessories? Obviously you shouldn't have the same Choices for both, that'd be stupid, but Man should be able to wear Shirt+Jacket or something aswell, no?
Anyhow, Breast and Hip slider also move the specific Bodyparts up and down, not only size them. Your selection sub-menues when clicking on one do not always align properly to the selectionbox and can go offscreen. Your UI overall is, as pretty much every DD before not very good in your Menues. I can also see the HUD and the loadingScreen behind the Creation Menu itself. The Pose is pretty weird looking aswell.
Some Parts like inner Hands, Toes and inner Ears are not getting Shaded, and the Eyes are obviously taged on. The Skin is also way too shiny, so when choosing a darker Skin color for testing, it looks more like nearly melting Chocolate then Skin. Boobslider grows extremely unnaturral. I'm assuming because Physics aren't applied in the Creator, but why isn't it? It's on for the Hairstyles. And apparently Horns are part of the Hairstyle?
Your Highheel Options aren't standing on their Heels. Your framed Glasses float way too high above the Nose. You do also not offer a lot of interesting or standard clothing Pieces at the Moment. Especially no normal Shoes, either Highheels or Sandals basically, and either long Dresses or skimpy outfits. Some outfit Parts like the small Jacket are also in Accessories - TorsoMiddle, when they should be in Torso-Outer Clothing. Some Parts also clip horribly with each other.
Finally I could barely click confirm, because a giant DEMO Text is blocking the Button.
Regardless, it adds a lot in being able to Identify yourself into the Games World.
It's a Shame that Hair Physics are only in creating your Character apparently, but its really nice that I no longer am a 2m+ tall Guy, hopefully gives me a better Sense of Scale. And hopefully I won't need multiple KGs of Food per Day aswell.
I don't know if you changed the Animations, my Gut instinct tells me no, but they feel a lot nicer on my Character.
Some of your new Sparkles, the Clock on Autocook etc. are nice, it adds quite a bit. You still overload it with a ton of Information tho.
I 'think' there's a lot new in the Fishing, some more Juice, the new sinking of Bait, and keeping it afloat with your reeling, sadly it seems to not do much for the Fish, and its better to just let it sink in Place so they follow and don't loose focus, instead of mimicing Bait-movement. Still Fishing and catching Bugs is once again the most fun Part of this.
And then came the least favorite Part again, searching your Town for the Villagers. Noticed that my Energy seemed to go up during it tho, not down, so something is wrong there, or changed?
Having a Time to sleep popup is really nice in the Tutorial, and having a proper report of the Day aswell, altho again your UI is feeling a bit weirdly laid out and potentially overloaded. It's alright to tell me I have 10 Butterflies, 1 Bee, 1 Cricket and so on, but it feels odd to specifically tell me how many grams of whatever I bought in the full Screen, instead of an optional Popup. Same with every 20g of random Seeds I happened to find. Just giving me Spent/Made/total Income, Skillups, and big Things, like a specifically large Fish, or if I harvested 2000kg of Potatoes or something would be enough I think.
Finished the Tutorial up to Advanced Agriculture, took the Time to build a tiny but proper looking Hut this Time. You're missing a reverse Triangle Wallpiece, so one side will always have its support Beams on the Wrong side as it is right now. You also must've changed something at the Saturation System, I eat way less and stay full for longer. I still run out of Energy if I don't take a nap during the Day aswell, but I at least no longer have to constantly chow down Blueberries, which is nice. I also found a Clover+Puffles Quest for Luca I'll attempt, looking for and gathering the Ingredients was fun. But you really need proper Dialogue and Requests for the Quests, and when turning them in, so it feels rewarding and interesting, not just having every NPC with a Quest topic that just displays what they currently want. Forgot that the Quest had a Time limit, and couldn't grow enough Clovers in Time, what a Shame.
And I added a little Steamer and Stuff to my House to steam some trash-fish Filets with Blueberries and Ginger. If you know what you're doing and pay attention to the Graphs provided, it is fun, but it would be a lot more Fun if I didn't have to number crunch so many Graphs at the same Time during it I think.
Looking at the Traits/Nutrient/Etc System more, again it could be fun, the System seems interesting, its just horribly displayed to the Player, with a Ton of overly detailed Numbers, boring Trait display etc.
Anyway, here's the Hut, with the almost finished Tutorial and everything. What you need the most, apart from a proper redo of the Town layout, Graphics, Lighting etc ofcourse, are better NPCs with proper Dialogues and routines, so you can have Fun interacting with them, and a better UI on pretty much everything I think. Still, I enjoyed it more then last Time, so it definetly is improving, good Job.
The sliders are based on shape keys, the female model has them so we can reuse the same model on all our girls. We could add some sliders based on bone scale, but would look probably weird
The clothes also were tailored for each model and clip badly if you try to swap them, I will eventually make new clothes for males
We just added a small paralax in the background of the character creation UI, this should block the game UI showing up
All the skin uses the same material, so it does get shade, not sure what you mean. The gravity defying boobs are more aesthetic pleasant tho. Horns will be split off from the hair model later (forgot to do it)
We completely forgot about the high heel stuff, the NPCs have custom animation to deal with that, but I don't even remember how it worked, we need to check it out and apply to the player. The clothes clipping is an issue we cannot solve at least for now, as most of these were not designed to work with each other, they are recycled from the NPCs.
We fixed the demo blocking the button, sorry
The cloth/hair physics script seem to work very well when rotating, but not when moving normally, calibrating it is a nightmare.
It has been a while since we changed the animations, but we did skip DD50, so maybe?
Stamina is always regenerating as long as you have food in your belly, just does faster when sleeping
We could add options to skip parts of the daily report...
You can flip building pieces, I think it was R or shift+R
You can reap the 4 leaf Clovers (if you can find them) from the clover field outside the town (use the small sickle)
We really want to work on basically everything you suggested on the last paragraph, but this meager update took 3 months, we are so behind the schedule for everything we had planned...
Thanks for playing again!
>Skin Shading
Just select the darkest Skin Option and look at the Insides of the Hands or Ears in Character Selection. It looks a lot lighter then the rest of the Skin.
>Flip building Pieces.
R just rotates, I'll try out shift-R later, but if its just rotation 180°, you'll still run into the issue of the Supports on the wrong side.
>small sickle
So, Scythe is for clearing mass and small sickle for gathering the actual Ressource? Or is this Clover exclusive?
Also, after finishing the Quest, your UI doesn't Anchor to Screen, but is resolution dependant. At 2550x1400 or whatever, the Deliver Window is far enough off Screen to not be able to click the button. At 1200x700 or whatever, the same Window is in the top left, allowing easy access, but making everything nearly unreadable. Inventory jitters around weirdly at low Resolution to find its Place, and the Icons inside don't scale down, so they are massive and overlap each other, making using or reading them impossible. After scaling Resolution back up, once the Quest was delivered, the Icons scaled up again tho, so they are now extremely massive and unreadable on normal Resolution aswell. This is probably the same Issue with selections on Scrollbars etc. occassionally going offscreen.
Ah I get what you mean, the inner part of the palm is supposed to be lighter on the dark skin tone, the shading still applies, but it is softer
You can invert pieces, might have to look again in the keybinds
The scythe is for clearing large areas yes, on your crops it harvests the same, but for wild grasses it generates less drops, while the sickle is less stamina efficient and has less area, but gives larger returns. Also you can physically see 4 leaf clovers in the middle of the 3 leaf ones, they are hard to spot, but if you find them use the sickle to get the drop.
We didn't test much in resolutions other than 1920x1080, thanks for pointing that out
I'm on Linux, I tried to make to work but couldn't. First I was able to open it with wine but couldn't get mouse clicks to register. Then I tried downloading via Steam and using Proton to play, when I selected my character and went to a new game, everything froze completely. I'm not trying to nitpick this issue, obviously, it was made for Windows, but this leads to my point.
I don't have a lot of experience with Unity. But I think it should be able to produce binaries for other platforms without too much work. If possible/convenient, I would recommend creating builds for Mac and Linux so your game can reach others.
I look forward to your dev.
Sorry man we will try to make a Linux version one day
It's all good friend, just thought I've bring it up.