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(3 edits)

Thank you for responding, and so quickly at that! Sorry if my review felt overly negative, but I've never really been able to pinpoint what positive aspects I see about some games, so with reviews I usually just give criticisms while still saying I liked it. I should have given it higher than 3 stars though since most of the issues stem from it just being in early development (which I did change my review to 4 stars now, btw). I have actually played the game quite a bit, but I kind of have a weird habit of mostly just replaying the start of games like this a lot, so I haven't actually gotten further than the 4th week despite probably having around 20 hours in it, so that's why I haven't seen some of the later content.

Anyways, sorry If I make these too long, but I wanted to respond to some of the things you said as well as give some of my own ideas if you don't mind.

Travel:

I somehow completely forgot to mention fast travel in my review, but I didn't really like it overall. I really like practicality in my games, so spending 2 food every time I fast travel when I could just (slowly) walk there basically just means I wont use it at all and even if I do I will feel very annoyed about it. Also, some places, such as the alchemist's cabin, still take quite a while to travel to even with the fast travel. Since there isn't any resource management issues related to movement or time limits, I don't really see any reason for fast travel to cost anything when using it. If you really want to limit fast travel, maybe just make you only able to use it after having discovered the area for at least 5 weeks or something. As a final minor nitpick, it's sometimes quite annoying that it only unlocks after interacting with the sign rather than something like it unlocking when you first arrive at the area, since even when I did want to use it I realized I'd forgotten to interact with the sign and couldn't travel things.

As for things like actual run speed, I guess it would probably be more manageable if fast travel was better, especially since with 'scheduling' you wont need to walk all the way to meet someone if you want to train with them. However, there is also the issue of random events, which you need to explore the entire island for every week to find them. Though, also, I think that could be easily remedied if you made a chat option with people for 'recent events' or something, and they'll tell you clues to where the random events would be so you don't have to scour the entire island for them. For other uses of running, like running for enemies, I still think that the sprint perk needs to be much faster to be actually useful, and there really aren't too many times where being able to run fast would be incredibly helpful in dealing with those situations, so I guess you need to add more hard enemies that guard things or similar situations if you want it to actually be useful.

Dungeons:

You seem to still be working on dungeons so not much else to say about them. I have noticed that there aren't anything like traps or such in the current dungeons, though, so maybe add a few?

People:

I still think you shouldn't be able to recruit billy on the first day, to be honest. I think that the sense of progression should have some amount of time where the enemies feel way to harsh for you - then, you are able to get some help from the adults and are able to slowly progress your character while they do most of the fighting. However, eventually, you will need to build up your character more and the adults should start to feel like a crutch. I think a situation like this would be best:

The first few weeks, you should only be able to recruit the kids, and adults won't help you with any of the enemies. This makes it so the only enemy you can really handle at the start are the chickens. However, maybe some subtle or not-so-subtle hints will tell you that adults will be a big help if you manage to get their relationship up, and so once you do you get a big boost to your combat power. The player character is still weak, but you can start taking on bigger threats and actually earning some weapon XP with the help of the adults (coincidentally at the time where you probably have enough money to have a lot more choice in what weapon you want to use, so you wont feel as locked into a certain weapon type). However, perhaps the adults can't help you every day, or start to help you out less, or maybe what you have to pay to get their help becomes too expensive, so that even though it felt nice to have their help at the start, over-reliance on them becomes unpractical, pushing you to begin working more on getting your character stronger. I also think it would be nice if you can also train the other children to become stronger, and they might become something of a more reliable party you can use much more consistently than the adults but will require some investment to get them as powerful as you are.

Currently, the situation with adults feel more like you are just collecting adults like pokemon to use while the player character sits back and tries not to die so you don't lose wellness (which, by the way, wasn't very obvious was happening, maybe make something like "-3 wellness" appear over your character when you die). This is pretty bad for early game, and something like becoming so powerful that you don't need adults feels unrealistic since you are a child, unless you want to spend half of the game relying on adults.

The only other comment I have about people is that I think shops should be unlocked later or only after getting a lot of favor with someone. Even if it's nice to be able to access some things from paths you didn't go down I think it sort of ruins the progression feeling at the beginning of the game if you can just buy all of the things you can currently make, especially since skills take so long to train.

Other:

-Winning a battle gives XP to both weapon skills of the weapons you have equipped, while dealing damage gives XP to only one of them. When winning a battle, if you gained 27 XP to both weapons, it only counts as 27 XP towards the cap, while if you did 27 XP worth of damage that extra XP will only go to one weapon type while still adding 27XP to the cap, which counterintuitively makes not doing any damage in battles the best way to gain XP, since you train both weapons at once.

-There is no way to retrieve a rope after putting it down, which can be kind of annoying if you don't know where to get another rope after your first one *cough cough (me)

-Alchemy was kind of confusing when I tried it, but as far as I can tell there's no good way of doing something like increasing your wellness or integrity through it, which I kind of though was one of the main points of being an alchemist? I feel like it would fit, at least, since the only other way is by being a really good cook but you can only eat once a day (or twice with perks).

 -There is a graphical glitch (which you are probably already aware of) where when you walk behind something like the top of a hill the character's feet will pop up from under the tile you are walking under which can look a little weird

-The current version of scheduling crashes your game on the first week, though you also probably already knew about that

Anyways, thank you for reading my comments! I'm not sure exactly how helpful my suggestions will be, but I did really like the game so I guess I just wanted to write about it some.

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No problem at all. Negative reviews that areconstructive and not just "your game bad" are good. They make me think about the game game more and help me make it better. Positive comments are nice too, but they don't help as much since they are usualy shorter and less in depth. They make me feel happy though and that counts.

Fast travel costs food because I wanted to limit it at the start of the game so that new players have to explore the early maps a bit before they just teleport everywhere, so the way you feel about it is intentional. This goes away however once progress in the game and food stops becoming an issue. You will think twice about teleporting if you have only 10 food left, but not think about the cost at all once you have 300 food. I usualy put a custom travel point in the swamp to make getting there faster. Unlocking the signpost when you enter the village is a good idea, since I also forget to unlock it from time to time.

The random events are a whole new topic that bleeds into other parts of the game. The game has a real problem with the amount of stuff you can do each week, which makes playtime baloon out of control if you decide to play optimaly. I fixed it partialy with the activity limits, but there is still more I could do. The hints for these events you talked about were in the game at one point, but I removed them for some reason. I will work on them again and see how it works out. By the way, the event locations are not random. They cycle each week in a pattern. As you play, you will memorise this pattern and be able to find the event quickly.

Sprinting perk is there to give you a head start and while it technicaly becomes useless in the late game, since you will reach the top speed by other means even without the perk, it makes early game faster and more pleasant. Sprinting has only two purposes. Travel faster and avoid enemies. It fulfils the first purpose nicely, but fails at the second one a bit since there are not enough enemies around and because you always have a full party with you so you don't have a reason to run away in most cases. Besides, there is a way to reset your perks later in the game so you are not really stuck with bad perks forever.

Traps for dungeons are something I will be adding for sure.

Billy is really stong compared to you, but he is still one of the weakest companions you can get. Abominations in the caves will destroy him and stronger enemis like wild pigs and the bear will also beat him up. There will be some limitations to NPC recruitment, some NPCs will refuse to follow you at certain times because they have other things to do for example, and some NPCs will leave after certain amount of fights. I want to make Billy weaker in that kind of way instead of just lowering his stats. He will still help you and he will still be rather strong, but you won't be able to clear the entire map with him right at the start. But I still want Billy to follow you pretty much right from the start just so you can see how weak you are without him and how strong you got once you can start exploring alone.

Kids are the only NPCs (except for Billy) that follow you right from the start. They are also the only NPCs that actualy get stronger over time. The way this is done is not great, but the idea is there. Their stats get higher by simply passing time and you have no inpunt on their stat growth. I would like to change that at some point.

Seeing wellness loss is something I will be adding. Wellness as a whole is still not very well explained or shown to the player and needs more work in that department.

Shops getting unlocked later is also an option and I think I will be doing that for some of the NPCs. This a problem though mainly because the games economy is borked. Once I get it in the shape, it will work fine. You won't be able to buy everything from the start since you won't have enough money to do that.

It is possible that battle XP is bugged, but it "should" work slightly differently from what you said. If you hit an enemy, the amount of damage you dealt gets directly transfered to that weapon XP bar, 1:1. If NPC hits the enemy, you get XP to both equiped weapon types, but the amount is 1:10, meaning you get much less XP from a single fight if you don't deal any damage. The fact that it doesn't count the second weapon skill gain towards the cap is a bug and will get fixed. The reson this works like it does is so even weak characters who can't even hit anything can still progress their skills a little, but actualy going out alone and killing things by your self should still be much more rewarding and faster. Billy is strong and kills most overworld threats without problem, but you still gain less XP when you have him kill everything, so you still want to get strong and stop relying on him, just so you can kill the enemies your self and get more XP.

Alchemy is not in ideal spot. The UI is pretty bad for one and the recipes you can get are not that useful for the most part. It has some nice things, like addiction removal potion, speed potions and mutagens, but it needs more. Wellness potion would be a good addition. Another way to raise wellness is exercising in your hideout.

Graphics as a whole are still placeholders so I don't bother much with fixing minor glitches like that because I will be reworking them at a certain point in the future. I already made original graphics for some dungeons though.

Scheduling in 0.38.3 has some issues. I fixed them for the full release. Previous versions should work normaly though.

EDIT.: I downloaded the 0.38.3 version and scheduling didn't crash for me. Could you please tell me more about that crash? Did you skip the tutorial? can you post a picture of the schedule that crashed the game and a image of the error code?

Again, thanks for writing all this.

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Huh. It used to happen consistently across multiple different starts I had, but for some reason it doesn't crash now on the first day, no matter what schedule I seem to make. I wish I had taken a picture of the error image when it did crash those few times, but whatever.

I did, however, find another glitch where, if at the start of the game (if you skipped the intro/tutorial), you leave camp and then immediately come back before the message that your character says at the start of the day, it lags a bunch and then your character freezes where you can't do anything. It's a minor glitch compared to the one that causes the game to crash, but I still can't figure out what caused that one, so whatever.

I found the starting glitch few days ago and fixed it. Thanks for reporting it though.

As for the schedule crash, I fixed some crashes some time ago, but I want to make sure the one you were having is not something different. If encounter it again, then please report it.