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Chappington

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A member registered Jun 14, 2020 · View creator page →

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Perfect, thanks so much for all the detail! To go through that: 

1. At the start the idea is you use some of your starting gold to build a couple farm fields, and sell those crops for more gold. It sounds like I might need to find ways to clarify that though. 

2. Yeah, my thinking was it's like a cassette player, but I should probably scrap that quirk.

3. I'll fix that for the next build - idk if there's an easy way to programmatically check for that kind of notch, but I'll add some more buffer between the resource panel and the edge of the screen. 

4. Ugh, so the good news is I'm pretty sure I've already fixed the building button issue - you have every resource you need, it's a UI problem. The way the built in Godot buttons work, if you move the mouse/finger even a tiny bit, it doesn't count as a click, it counts as a drag. It was a bit of a pain, but there's some code in there now to intercept the drag and manually click the button if the drag was under 4 pixels.

5. Should also be fixed in the next release, but I need to double check.

Thanks for the feedback  - was this an issue where the buttons to sell things to the train weren't working, or just not being able to sell wood specifically? (The train that buys wood off of you usually only comes in around 8:23 on Day 1.)

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The demo isn't out there yet, but we're at 63 wishlists which is the only measurement of success there is at the moment - I haven't done that much marketing yet though, so we'll see how that grows.

Thanks! Yeah, the subsequent levels are underway, I figured the first two were a good representative chunk for a demo. And definitely noted about the Android UI/UX, the near term plan is to add user-configurable UI-scaling, but it might need a little more than that to make a truly good user experience there.