What's with the gradients on all the UI elements? Why is the left half of everything green and transparent?
Sleeping refilling your water doesn't make a whole lot of sense.
The axe breaks ridiculously fast. Even with 30+ stone, you can only cut down a few tiles of trees before you're out.
You can only water 10 plants per day, so there's no point in making more than that.
Gave up on trying to find the secret person after cutting all the way through the forest in several directions and going all the way around the outside.
I can't get it to happen again for some reason, even after redownloading the game. It also happened to the fade effect when sleeping so I could still see half the screen, and there were no nighttime effects.
First 4 minutes is me fumbling with a bug where you permanently hold a wall. To reproduce it you have to select empty inventory slot, while holding a wall.
The sprites and animations are very nice and consistent. I like the gloomy vibe.
There's a lot of things that are cooler than normal things. I don't know how else to describe it: growing stones, reloading axe, stacking items in hand. It just feels better than doing it more realistic way, like picking stone from the ground or going to work bench to repair your tools.
You can spam sleep to get a lot of water. This is probably a bug.
I didn't know there was any objective, because I didn't read your post here. But I enjoyed the grind of farming->cutting trees->sleep any way.
-Stacking like 10 tiles in hand is both funny and mechanically useful, I like it. Stone cabbages are funny but caused minor confusion for where to find stone for awhile.
-If empty hands are effectively a tool, I think it makes more sense to put a open palm as an icon in the inventory slot 0. Otherwise people may think it's a slot you can fill.
-Tripping/falling after running into something is interesting, the main downside is that it felt too punishing to use indoors. Though I guess you could just make double width doorways for your base and it wouldn't be a problem.
Otherwise the game feels pretty good, not much to say.
It's very smooth and intuitive. I didn't spend too much time on crafting, but acted like a burglar stealing doors and breaking in through windows... shit's hilarious! Also the tripping mechanic lmao... Definitely needs a "retarded burglar" spin-off!
At the moment I can't think of anything worth criticizing. The art is coherent; the animations are cute; pulling up the blanket is mega comfy.
Only thing I didn't get was how to reload the axe. I guess I need stone?
Oh, and I didn't manage to place an object next to me. I could only ever throw them as far as possible.
Added farming and day/night cycle. Demo ends once you find the secret person in the spawn area. Looking for feedback on currently implemented mechanics, gamefeel, and presentation.
Comments
DD53 feedback videos:
Demo Day 53 videos of games starting with letters from A – J:
https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA
Demo Day 53 videos of games starting with letters from K – Z:
https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g
You should know the deal by now. I hope you like it.
Gave up on trying to find the secret person after cutting all the way through the forest in several directions and going all the way around the outside.
Can you post of a picture of the green gradient? That sounds like a glitch. The secret is in the spawn area.
I can't get it to happen again for some reason, even after redownloading the game. It also happened to the fade effect when sleeping so I could still see half the screen, and there were no nighttime effects.
It looked something like this:
Here's recorded gameplay: https://youtu.be/ZebQ4wAy_qw
First 4 minutes is me fumbling with a bug where you permanently hold a wall.
To reproduce it you have to select empty inventory slot, while holding a wall.
The sprites and animations are very nice and consistent. I like the gloomy vibe.
There's a lot of things that are cooler than normal things. I don't know how else to describe it:
growing stones, reloading axe, stacking items in hand. It just feels better than doing it more realistic way, like picking stone from the ground or going to work bench to repair your tools.
You can spam sleep to get a lot of water. This is probably a bug.
I didn't know there was any objective, because I didn't read your post here. But I enjoyed the grind of farming->cutting trees->sleep any way.
This is seems really promising.
Good catch on that weapon swap bug. Already implemented a fix.
-Stacking like 10 tiles in hand is both funny and mechanically useful, I like it. Stone cabbages are funny but caused minor confusion for where to find stone for awhile.
-If empty hands are effectively a tool, I think it makes more sense to put a open palm as an icon in the inventory slot 0. Otherwise people may think it's a slot you can fill.
-Tripping/falling after running into something is interesting, the main downside is that it felt too punishing to use indoors. Though I guess you could just make double width doorways for your base and it wouldn't be a problem.
Otherwise the game feels pretty good, not much to say.
Honestly, the gameplay feels hilarious.
It's very smooth and intuitive. I didn't spend too much time on crafting, but acted like a burglar stealing doors and breaking in through windows... shit's hilarious! Also the tripping mechanic lmao... Definitely needs a "retarded burglar" spin-off!
At the moment I can't think of anything worth criticizing. The art is coherent; the animations are cute; pulling up the blanket is mega comfy.
Only thing I didn't get was how to reload the axe. I guess I need stone?
Oh, and I didn't manage to place an object next to me. I could only ever throw them as far as possible.
No commentary video:
Added farming and day/night cycle. Demo ends once you find the secret person in the spawn area. Looking for feedback on currently implemented mechanics, gamefeel, and presentation.