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The ability to retreat from battle would be nice, but should have consequences. I also haven't read the rest of the suggestions above but if it hasn't been suggested already yet,

it would be nice to have more advanced crafting/recreation/other furniture that the new weapons can depend on (like for example, you have to do a super hard quest to get the anti tank rifle AND have to craft it using a recipe bench).

It would be cool if abominations got harder over time. I know you talked somewhere about ghouls appearing on the overworld as time goes on, maybe that can start to happen to a lesser extent with weaker abominations like flying (things) unless you have a lore reason not to

It would be cool if you could lose limbs or get serious inflictions on limbs a-la-rimworld, but a lot of thought would need to be done in order to prevent player frustration early game

It would be nice to have more ways to get planks other than cutting down trees, there should be some kind of trader who offers it for a high price.

Probably something you already have planned but the Mr. White dungeon

Mutations:
You should be able to hide your mutations to some degree
Being out in a certain type of weather should worsen your mutation

Combat:
It would be cool if there was a "resist" system, with very simple physical, elemental blunt and kinetic armor levels shown on enemies. That way weapons like shotguns and maces remain relevant against fleshy things with high blunt resistance and high health points  while being weaker against high kinetic armor enemies with lower health points. Weapon stat-weighted accuracy should also be shown as a stat so that weapons like sub-machineguns can stay relevant when you start adding heavy weapons. Weapon skills would be nice too.

All in all a really promising demo game with a shitload of content.


Thanks for writing these. I like reading new suggestions,

Escaping from battles is something I have planned. I just didn't get to it yet.

it would be nice to have more advanced crafting/recreation/other furniture that the new weapons can depend on

This is pretty much what I want to do with custodian artefacts. Powerful unique items and equipment I want to add. Getting these will be more involved than just doing a quest and finding them.

It would be cool if abominations got harder over time.

All planned, but these things will depend heavily on your decisions in the main quest, which is not finished yet. 

It would be cool if you could lose limbs or get serious inflictions on limbs a-la-rimworld

This is something I think about from time to time. I have plans to add bionic limb / organ replacements into the game, but losing your limbs in combat is something I'm not fully decided on, mainly because of the sprites I would have to do to support it.  I might be able to "cheat" a little by making your limbs crippled / heavily damaged instead of being cut off, which would require only a simple sprite to be placed on top of a existing limb, which is much easier to do than altering all sprites to acount for certain limbs being removed.

It would be nice to have more ways to get planks other than cutting down trees.

As I expand the map, I will be adding a lumber camp where you will be able to work or just buy raw materials.

Probably something you already have planned but the Mr. White dungeon

Not sure I get this one. The story dungeon is complete. The dungeon that unlocks afterwards is graphicaly unfinished, but can be completed without any problem.

You should be able to hide your mutations to some degree

I have plans for that too, but for now you can just put on the cult robes, which will make NPCs talk to you again. Hunters will still come after you though.

Being out in a certain type of weather should worsen your mutation

Weather will get more love in the future. It does nothing now, but I want it to do more things in the future, like unique enemy spawns in the rain, better crop growth and so on. Highly mutagenic areas are also something I want to do.

It would be cool if there was a "resist" system, with very simple physical, elemental blunt and kinetic armor levels shown on enemies.

This is partialy already in the game. Enemies have resistances to certain weapon types and weaknesses to others. These however are not that well balanced so they are not that noticeable and they are not displayed anywhere yet. 

Weapon accuracy bonus is something I will add to the descrition menu, but I will have to adjust these values somewhat to make more sence. Comparing two weapons with 1500 accuracy and 1200 accuracy doesn't really tell you much because you don't know how many % of hit chance this 300 point difference means.