I love the development and updates you made to the game, the cursor fix made it such easier to collect scrap. I enjoyed the concept of collecting and repurposing trash to fit the theme. Great work!
IronConMan
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Love the development you made here! The branching decisions is a nice touch. I appreciate the balance you made with the different stats influencing each other. And the random events constantly keeps the player on their toes and an eye on their mood, which is very realistic. The dialogue is fun and clever and kept me engaged. I absolutely can't wait to see how much more this gets developed, although its very polished already! I would like to see more ways to make individual money, as the job was the only option there, otherwise fantastic work here!
A couple more side notes of feedback, I recommend making better use of the mini map, such as showing icons for the collectible plants on the map so there's more function for it. Adding some diversity to the house designs will give the NPCs a bit more diversity too. And I noticed a bit of a bug as well, hitting the interact button repeats the dialogue of the last NPC you spoke to even if you aren't nearby that NPC. Again overall, really impressive work with huge potential for exploration of the theme of changing the story!
It was so whimsical overall! From the character design to the backgrounds, it's a delightful and cohesive experience. I appreciated the respawn mechanic, as I found myself getting stuck multiple times. The journal and constellation features was really cool and innovative! The platforming was cleanly done, the climbing added a fun explorative twist. I like the connection of the stars in the lamps as light pollution. Excellent work!
I love the premise of this game. Even though there are some bits that are still under construction, I can see where it will lead in the future. The opening menu screen is beautiful, great work! I would recommend anchoring the mouse to the center of the screen to make it easier to click on things. And I would continue to tinker with the time and energy system a bit as well, such as how time affects the accumulation of garbage to make the player think twice about just switching the next day when their energy gets low, add some alternatives and whatnot. The inventory system works nicely and adds a limit to the player. Overall excellent work, this has great promise!
This is an amazing jump from your prototype! So much more fleshed out! The world you built up here is really fascinating! I love the idea of a small close knit arctic town. The characters are nice and diverse and add a good chunk of personality, exposition, and sense of direction for your game. I will say the dialogue can be a bit repetitve at times, like when I choose a dialogue option, they will say the exact same things, and when I reapproach them to talk again they will repeat what they said in the initial dialogue. So I would look into more diverse dialogue between different dialogue branches and player scenarios. I noticed a bug where the last object that I highlighted stayed highlighted even if I moved far away from it. The body and fuel worked nicely and the watch was a nice way to communicate that information and more without the player feeling too bogged down. Also this is a suggestion, you can look into it if you want. Many survival games like this are in first person, for good reason. I feel if your game was first person it would not only allow the player to relate for to the character they're playing, by literally filling their shoes, but it would also add to the protagonist clear ambiguity in this game, they're an outsider that we don't know much about, and not knowing exactly what they look like outside of vague descriptors given by the other NPCs will make that more apparent and intriguing to the player. This is a super cool game and I can't wait to see the final polish!
After playing your build I love the potential this has! The raccoon guy is so cute, nice work on his design and animation so far! Even though I couldn't interact with anything yet, I could see how I could potentially interact with the food and stove on the map. I love the cute foresty chef aesthetic you're going for, the camera and character controls smoothly too. I look forward to see the final release!
I dig the idea your going for here. By the look of it the protagonist is trying to balance body heat while maintaining fuel. Although I couldn't really figure out how to add fuel to the fire. Though it controls well, the camera follows the player and it seems to run okay, the green dots on the floor didn't seem to do anything though as well. So far though this has a really cool look and concept to it and I look forward to see how it develops in this next sprint. Also I will say the current size of the game is pretty large, perhaps also look into ways to bring the file size down a bit, such as using lower poly models.
I really enjoyed this prototype. The whimsical fun fact dialogue was fun and kept me wanting gain knowledge. I like the idea you implemented of the different milestones formed from different button combinations, and overall having different effects on the stats of the emissions and the character and I would lean into that more. Consider adding dialogue for each button, they don't have to be as in depth as the fun facts, but something to keep the player clicking each button multiple times to have a more immediate payoff. Also consider having more buttons that have a more drastic upside and downside to add more difficulty for the player to balance out the various stats, like take the vegetarian meal for example, it has no real downside, so there's no reason for the player not to click it, perhaps those meals cost more money than regular meals. Make the player think of ways to balance those stats. This has great potential so far, keep it up!
I love your idea of a narrative about people who live on a boat in the far future. Lots to play with there, thinking about how earth has changed and why people left to other planets. I like the tile system you're thinking of and how this can change with each story beat, lot of ways to deliver this new world you're wanting to show us. I think the style your are going for with the blocky 3D has good potential to fit your theme of a humble yet futuristic simple old earth. Since this is a story heavy game you're making, lean into that as much as possible, how can you tell the story by showing and telling alike? How do the character's actions shape the story and this world that is around them? Really hone in on evocative storytelling, it can be super powerful, especially in your case. Also keep an eye on scope when creating these branching narrative paths, but stick with it because this is a supper cool idea that has a ton of potential! Really looking forward to playing through this mystical tale, good luck with this epic passion project!
This idea is freakin' epic! The pixel hex style works perfectly for what you're going for and good for scope as well. I recognized a lot of your style references right away which is great because it means your style is clear and cohesive. I love the mechanic of the player being able to combine actions to create new combinations, definitely lean into that more! The gameplay loop is good and can keep the player guessing. Make sure that the environmental challenges you bring forth force the player to think and adapt using and learning about their different actions and combinations of said actions to overcome each escalating challenge. I absolutely can't wait to see how this turns out!
Love your idea of the perspective of the player as a drop of water playing with the idea of environmental dominance. The art style is playful yet mysterious which is perfect to what you're going for. I would recommend having the encounters and story aspects planned out sooner rather than later to ensure they're all cohesive to the story of this droplet. This gives me "We Have To Go Deeper" vibes with the style of game you're going for and I love it! I can't wait to see how this develops!