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Hey thanks for playing, and thanks for both taking a video and leaving such detailed feedback. I just finished watching the whole video.

At first I thought that everything (food, crafting material) would be consumed on usage, and thought the whole game was more of a survival-type thing. This could easily be improved with better phrasing and removing the "1/1" thingie from crafting (it implies there could be a 2/2 or 1/2) and so on

It is actually planned that you'll be able to find more of each material, but I'm going to try to communicate it like low grade, medium grade, and high grade iron, for example.

Unlocking crafting material somehow feels less sensible than just finding the gear directly. Especially the intermediate crafting step (rope from hemp) makes no sense, does it? It's not like I have a limited supply of hemp and could dedice to make something else from it. Maybe the whole thing should be more like a "tech tree" where you can see that "discover Iron in order to unlock Body Armour equipment option" and so on.

I really like this idea. If I can't figure out a better way to communicate what I'm going for, I'll see about pivoting in this direction.

Water pipe riddle felt a bit too involved, final part was trial&error on my part, did not understand it fully

You fight through the whole dungeon in order to find... a fucking lever?! I could've made that on my crafting bench!

Yeah, this dungeon was very much a test dungeon to see if I could make one. Also funny enough, you missed a few rooms and a map upgrade that let you better see the water pipes.

Maybe a button to "return home and start the next day"? Sometimes I felt I should just suicide to save time rather than walk back home. (Guess makes sense only with the XP preserving food)

Not a bad idea. I'll see about replacing the quit button with something like that, and putting the quit button else where.

The difficulties swinging your weapon in corridors, visually make no sense. I understand it's a neat little mechanic, but it's also annoying..

I absolutely need to make that more visually obvious what's going on.

Leveling is another system that is in the game. I could not feel an impact of the choices I made. (Or did it enable me to do the stunlock?!) I guess the system in principle is nice to enable progress even if you keep dying to the same enemies, making you able eventually to overcome them by sheer damage numbers.

Leveling didn't affect your ability to stun lock, you just hadn't been doing consecutive swings most of the time you had the sword. I need to find a way to tutorialize the fact that swinging the sword can be done constantly unlike the frying pan.

Why is ammo capacity limited in addition to bag capacity? Would be nicer if it was balanced just through how much bag space arrows take up, so you can have more build variety/trade-offs.

This is something I'm planning on having be an upgrade. Furthermore, I want to disincentivize cheesing with ranged. Funny enough, in ancient Hawaiian culture, which this game is based off of, it was believed a warrior could acquire the mana of their fallen foes, kind of like a leveling system in an RPG, but they could only do that if they were close enough when the foe died so they hardly used ranged weapons. I've been seriously considering making that how it works in Moku as well.

Food choices could be pre-selected from previous day, or even locked in like the equipment loadout (even if that's a bit of a flavour fail, maybe?..)

Good idea. I'll implement that.

Respawn point is not automatically set to new tents you discover, this felt unintuitive

Fair enough. I'll think about changing that.

Respawn point is not automatically set to new tents you discover, this felt unintuitive
Fair enough. I'll think about changing that.

I mean, if the game were to become somewhat non-linear (which would be cool), this could also be a nuisance. Maybe one can have the ability to ghost-travel from one tent to another during the night, as a "quick travel"? I don’t know if this fits any Hawaiian myths. FWIW in the old 2D Zelda games I think backtracking through the map without quick travel was quite fun. But in "Nobody Saves the World" the quick travel system is needed, since some areas will be so low-level that it’s not at all interesting anymore to go through them.