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(1 edit) (+1)

I know how it is to be a game dev on a deadline and have ideas of how to expand on a project, how it can be fixed or added to, etc. So please understand if I mention things you already want to fix or add, especially given the ambition of the project.

1) Because the tools and seed menus have icons on the user interface, and the mouse can be used to interact with tiles and the main menu, I kept trying to click on the tool menu with the mouse rather than remembering to use the hotkeys. That might be more on me not understanding the layout of the controls, but I made the assumption the mouse would work based on it working with other menu buttons

1a) The game's layout is tile-based, and you can walk around non-orthogonally which gives more freedom of movement. It makes colliding with objects a little more finicky than if you were restricted to the grid, which is the trade-off. It might help in the future to put some code checking the player's position compared to the object they're colliding with, and if they're close to a corner edge of the object while still holding towards it, they'll slide in that direction until they're no longer colliding, possibly moving right around the corner. It sounds strange on paper. But the tile-based Zelda games from LTTP and Link's Awakening onward did it to help smooth the player's movement around the enviroment.

1b) It would be nice if, since you can move diagonally, you could also interact with tiles that are diagonally around you (clicking on the weeds/log that are a tile below and to the left, for example) or even tiles that aren't just in front of the character based on her direction

2) I received a NullReferenceException error at one point, and I think it was based on digging the ground then moving forward during the animation to overlap with a rock - at that point the game froze for a couple seconds

3) Buying seeds and clicking them in the inventory doesn't always seem to make them appear in the "E"-assigned seed menu. I tried tilling a patch of ground twice and pressing "E" and depending on the game, sometimes it didn't drop the seeds. Not sure if it's something I'm doing wrong

3a) Destroying a rock/log/weed also destroys any seeds adjacent to them. Which is something I should have logically realised, but if you're seeding each region you've cleared and move onto clearing the next, it's a bit of a shock

I can see there's a lot of work put into the game, and I don't want to write it off, but I just can't make any headway at the moment. Progress sometimes seems like it's based on whether the game decided it should work on loading up. If you're planning on working further on the project, I'd like to revisit it at a later point and give my proper thoughts on the whole game rather than dismiss it based on what was made to meet a deadline.  My sister is big into farming sims and management games, so this would be up her alley as well.

Hi steven. Thank you for the feedback. Bugs 2 and 3 that you mentioned was just fixed right now. But 3a was a serious game breaker, we couldn't really identify the problem right away since it only happens when the game is compiled, and it doesn't happened in the editor so we're still scratching our heads as of this moment.

Regarding #1, I actually experience this even though I made the user interface. This is just poor design on my end.

1a and 1b are interesting ideas, we'll try them if we decide to move on with the game. Thank you, have a nice day. =)