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(+5)

I understand you generally prefer the game to be more idle oriented and not punish people for not being active players, but the changes really feel like they swing things so far the other way.  Crops take so long to level up now and I already felt like the overgrowth mechanic was a good compromise to make the relatively active focused early crops not that bad if you just check in once or twice a day, increasing the growth times for carrots from 5 minutes to 90 without really decreasing the experience costs for leveling up the crops just feels incredibly punishing, and the ability to reach overgrowth achievements feels utterly impossible. 


The village changes also feel incredibly bad, especially for plant fiber where it was already the slowest resource to accumulate.  I personally went from 35k/sec to 9k/sec for it and that means it takes a full day for it to hit cap which is enough to build a single building.  This feels so miserable when so many absolutely crucial buildings already require high plant fiber amounts, it slows down making any kind of progress on the feature to a snails pace. Where it was it felt like it was at least balanced around like ~8 hour check ins which felt like a really good spot, at least in my opinion.

(1 edit) (+3)

Part of the problem is stone and wood get boosted by certain jobs that give another resource and just give a whole ton of stone or wood as a side effect.  While if there's an equivalent for plant fiber it's unlocked much later (I see one that might be it, but it's still quite a bit away, and it also costs plant fiber to build, compounding the issue).

The reductions to other resources in village are pretty bad too.  Basically every resource boosting upgrade got changed from multiplicative to additive, on top of base production of resources being lowered.

There's also a pretty significant difference between early village and later village.  I'm at tier 5 buildings unlocked and before patch my resets were at around 3 days and getting longer.  I think part of it is that the faith upgrades for resources are multiplicative on storage but additive on production, so village is bound to slow down with progress anyway.

(+1)

Yeah I have the building and it does give plant fiber production, but the lack of an equivalent to the early game tunnel/sawmill and then the secondary resource producer being so much later and costing plant fiber is rough, especially since its a much higher base cost than lumberjack/deep mine means you need a lot of storage to even start building them.

(-6)

i suspect the dev is about ot add mincrotransactions to this game

its fitting the pattern create a problem then sell a sollution 

(+2)

I dont think this is the case, the dude is just creating the game he wants to play, which is a very idle focused one.

(+1)

Yeah. Its just a shame. The whole draw of this game was the incredible active/idle balance, which let you play at your own pace. You gained a little by being always on, but not that much more than idling. Now, there's essentially little point to playing more than once a month.