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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