For this specifically, I mean a short text whenever you consume it, so you can tell what it's done to you. The randomness is perfectly fine, but being able to know what it's done when you take it would be a good idea in my opinion, since right now it's hard to know exactly what it can do in the first place.
hailbreaker
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One thing I think would help a lot would be some sort of short description of the effects of mysterious liquid, since right now it's practically impossible to determine if it has done anything to you or not. This could also be solved if there's some sort of stats screen for the character, but that could run counter to how the game works if the point is exactly that there's no visible stats.
Gonna hijack this post to say that using items in bulk would be a really nice feature to add, especially as you get into longer runs and you have tens, if not hundreds of items. Personally, I'd like to have a way to use a percentage of items (say, 25%, 50%, 75% and 100%), as well as being able to set a specific amount of items to use.
I'm sure this is being worked on, but I'd also like it if there were more efficient ways to get juiced for longer runs, maybe the character can make a more powerful juicer that takes more power to run if they're smart enough?
After playing the game a bit, I've been feeling like the bars leave a lot to be desired. Sure, they do work as visual indicators, but there's a lot of inconsistency between them (i.e. a 2/3 full hunger bar means you're starving, while a 2/3 full sleep bar doesn't even mean you're tired), and they aren't really that useful at a glance, since in the later game your stats are far higher than when you start off. I think a good way to remedy this would be to section the bars, such that any change to them is at least more noticeable, and so that you can tell more easily if you're particularly hungry or not. Scaling the bars at least similarly would also be a great addition in my opinion.
Very simple mockup of what it could look like, doesn't have to be exactly like this
Maybe I haven't been undersleeping enough then, I haven't quite noticed that much of a penalty.
I do think that it'd be more interesting, although quite a bit more work, if instead of dying from sleep deprivation, you had a chance to just fall asleep randomly after, say, 48 hours of being awake, with it causing various effects. As an example: you happen upon the blue-skinned woman after 60 hours without sleep. She tackles you, and you just shut down completely. You then either wake up far fuller than before, or just die from bursting, after she fills you far beyond what should be possible. Similar things could happen in the bunker, you could just fall asleep in there and wake up far more infected than before, or fall asleep in the pasture when resting, which could give way to another event, such as the woman finding you, or getting a trader encounter.
I've been playing this game for a bit now, and it's kinda bugged me that you can die of sleep deprivation (which is quite the pet peeve when you're playing a game about blueberry transformations, but whatever). I think that it'd be more interesting if you could still do things as normal regardless of how long you've been awake, but got progressively greater penalties to every action according to how long it has been since you last slept. Of course, there could also be a hard limit (maybe up to 5 days or so?) after which you're just forced to sleep if you haven't used Nosleep or something similar. I think this could lead to better interplay between the different mechanics of the game, and allow for more unique approaches to survival.