Additionally:
- I thought the metal bars and oil drums were cool. Felt like scavenging in a world hundreds of years old. Like finding the remnants and garbage of civilization lost in the sand.
- A nice progression and goal for the players would be resources that require bigger, better, or sturdier tools. Maybe better tools harvest faster, or harvest more, maybe.
- The name is hard to spell (though charming!), and i'm not sure if it will survive the google filter because of the spelling issue. Maybe some of us will finally learn to correctly spell 'superfluous'.
- the music gets tiresome after a while, add some silence, or the sound of the wind blowing.
- I think the trees growing and still being dead is hilarious. Don't change it.
- Digging the "Harvest Moon meets Fallout" theme.
- Well need a little sprite work, at least on the small ones. Both the large and small ones are distinctive I just think they could be even better.
- Where are the tumbleweeds? Wheres the crazy plants-vs-zombies-pot-on-head survivor chasing tumbleweeds and chickens? Some say hes still out there to this day, still trying to catch em.
- For sound work go watch "rango" and a play through of New Vegas. Pay attention to the sound effects when you come upon a new location.
- If a well or other object is exhausted give us some sort of indication, maybe darken it or show a small meter as it recharges, or physically have the water level drop.
- The up/down arrows on trade boothes are kind of ambiguous. Do they mean 'sell/buy for more/less'?
- I can hear chickens from far too far away.
- You know how q/e are used in both the build menu & the crafting menu? Do the same for the trade menu to prevent breaking the player's expectations of the UI.
- The dust falling on screen kind of looks like snow. Is it snow?
- If you want to generate new things on the map, like stones, metal, cacti, etc, just do it when the player travels and arrives to a given location. Alternatively have it fade in as it comes onto screen with a small effect, as if the wind "blew sand off of it, revealing something that was buried", as sometimes happens in deserts.
- The signs on trade booths are hard to read. Try adding the item and amount to the sign tooltip
- Remaining storage space wasn't immediately obvious to me as a new player. Probably could have the remaining space in the form of 'n/m' where 'n' is the current amount of stuff, and 'm' is the total amount you can store so players know, at a glance, when they are running out. Obviously this is in addition to the resource square 'filling up' the way it is now.
- Sleeping or a new day, could be used to show events or survival costs per day. I believe "sheltered" does this (if you you've ever played it).
- I sometimes got stuck in fences and doors when I happened to be walking forward at the same time as I closed them. Once stuck I tried opening and closing them, jumping, etc, but nothing worked until I saved and reloaded the game.
- You know what would be cool? More salvaging from objects like you did with the oil drum and metal bar. It's a big desert world, lots of semi rusted, semi ruined items buried under those sands I bet!
- would love using a dowsing meter or rod to find water deposits. It's an apocalypse, and the lore is water is highly limited. Seems a little too abundant early game.
- making signs and resources legible is extra important if you're focusing on crafting and trading as game mechanics. This is double important if you're even considering porting to other platforms//where an existing legibility issues will become greatly magnified problems.
- if you're gonna let players jump, let them jump over fences or use it to climb things or dodge in combat.
- traders sometimes get stuck in or against trade booths until I go over and remove the items from the booth/switch the item being bought/sold.
I know this is a lot of feedback all at once, but I hope it helps.
I've really enjoyed testing what you've made so far, and I look forward to the full release later on.