Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

masterlined

14
Posts
1
Topics
A member registered Jan 06, 2024

Recent community posts

I think just about anything could work. Here's an example of a game that has a variety of tasks that are all utterly pointless, but somehow very engrossing: https://www.decisionproblem.com/paperclips/index2.html

I love his ending, as well.

So if *that* can work, then pretty much *anything* can work--as long as it keeps us busy, without overwhelming us, so we're not aware of the passage of time between milestones.

I like it best when I'm s a little uncertain as to whether I'm playing optimally--so I'm constantly wondering if there is any way to improve my game play. Usually, that means there are choices to be made--ideally choices with trade-offs (e.g. an iron gauntlet that improves your defense substantially, but at the cost of reducing your speed--both of which are important), or choices subject to constraints (e.g. you must pick skills from a skill tree using a small amount of experience points that is nowhere near enough to purchase everything). That strategizing is a lot of fun. Later, as the game progresses, it becomes very rewarding when I can see the fruits of my efforts: when tasks that were nearly impossible become trivial. That's *so* satisfying. Even the *anticipation* of it can keep me playing: I want to reach that next level because I want to experience the benefits.

Here's a game that is absolutely chock full of good ideas, if you want to analyze it: https://live.wizardbanished.com/

There's so much to be learned there! It's super addictive because of all the things he does right. (In particular, he does the task-at-hand perfectly. But that's just the tip of the iceberg. His game is a treasure-trove of techniques.)

Also, I didn't say this before, but your user interface is gorgeous. It's really well done.

(1 edit)

I thought the game mechanics worked out all right.

Here are a few thoughts, I guess:

I realize *now* that the apple icon refers to food in the abstract sense. The first time I harvested it, I was so surprised when there were *apples* growing on my bean plants, and *beanstalks* growing on my apple trees! I would reconsider those icons if possible :)

It was painful having to watch the farmer walk back home at the end of each day. It would be nice if we could fast-forward through that cut scene (or maybe skip it altogether), since the game is unplayable then; we're just waiting for it to end.

Also, it would be nice if we could build things at *any* time of the day. I realize that might complicate things, since the farmer is out working the field during the day, and therefore might interact with the items as you're placing them.

On the other hand, it can feel a little demoralizing when you're trying to interact with the build menu, and it suddenly closes itself on you, and now you're locked out for the rest of the day.

If daytime construction is not possible, then perhaps you could have an "End Turn" button instead? So people can manually start the day, after they've finished reading the menu and have had time to build their items?

It took one failed attempt to figure out what produces what: after a refresh, I was good to go. Nevertheless, it could be nice to have an in-game way to see the effects of the building that you're thinking about building. Right now, you can only see the nighttime construction costs, and not the daytime production values, although you need both to make an informed decision.

Also, it could be nice to let people build an item directly onto an occupied cell: the new item would simply replace the old item. Right now, you have to demolish what is currently there before you can build the new item, and it's not totally straightforward how to do that. (You're not allowed to build over crops, but you ARE allowed to build over a plot of weeds? It can be a tiny bit confusing when you're trying to place a new item, and instead you get some strange new icon *below* the item that you were trying to replace.)

Anyway, I hope that helps!

I thought the pixelated graphics worked very well with the linear agriculture :)

In my opinion, the best part of this game is your description of it. You write beautifully.

I was chuckling by the time I got to the "mouth-watering graphics" :)

It doesn't feel like you're getting stronger. To me, it feels like I'm getting weaker, since I have to wait longer and longer to click the button. I'm not sure why you'd stick around, once you realize the game is just a  button that you have to click periodically: What could hold your attention while you're waiting? Once you leave, what would make you want to come back?

I can report that the arrow keys are working! I am now able to move around, using the arrow keys, without falling off the edge unintentionally. You do have to be extra careful around the edges, though, since it is still very easy to misstep.

I'm not sure, either. Yet, somehow, I still want as many as possible.

I was pretty sure it was glitched when I couldn't move to any of the locations. (I was clicking on enemy locations without yet realizing that you can only move to destination locations.) When I figured out how to move, I *still* thought the game was badly written, because of the extreme lag.

But! I was wrong. It's a *great* little game, once you figure out how to play it. Very enjoyable!

There must be something that could help new players past the initial pain period? Maybe some sort of a "click here" marker over the clickable locations? After you complete your first run, maybe there could be a message promising that the game will get faster? (I don't want people to just assume that it isn't working, and leave without giving your game a chance. It's a very nice game.)

I just wanted to say that I really liked the ambience. It's contemplative. It's filled with little lessons and teachings, with peaceful imagery, and calm user interaction. It all works very well together.

Most idle games are built around a central combat system, so they're literally destructive. I loved how your encounters are always building up to something positive instead (like helping someone, or appreciative nature). The encounters are *constructive*. It's a nice change from the status quo.

Along those same lines: most games would have core attributes that would each serve a different purpose (e.g. strength increases the damage you deal, and constitution increases the damage you can receive). In your game, the four abidings are all essentially interchangeable: they are all equally important, and they are all equally necessary for solving encounters. You can temporarily boost one of the abidings, but it returns to its equilibrium value. The abidings are all more-or-less balanced by the end. I felt there was a lesson there. At any rate, it works very well with the overall theme of the middle way, and harmonious balance.

I also really liked how the Effort bar fills up like a slowly beating heart. It keeps a regular rhythm that never changes or stops. It keeps beating from one encounter to the next, and remains unchanged even when you're at home resting. I've never seen a game do anything like this, and it's *brilliant*. The rhythm of the Effort bar creates a calm, reassuring feeling that is almost meditative. I *really* liked it.

I understand that the Effort does replenish somewhat faster by the end of the game. But the change was gradual, and I didn't really notice it. To me, it felt like a regular heartbeat. It wasn't *really* necessary to make it beat faster, because the level-ups were accomplished in a different way: the impact changes as you level up (e.g. you replenish more energy with each completion as you level up). That is enough.

Anyway! It all fits together nicely: the message, the visuals, and the game play. I thought it was all very well done.

SPOILER:

All right, I was able to do it by activating these nodes: S1 S23 SY ST S22

...with balanced usage (33% Core, 33% RAM, 33% Tree)

The "Gain CPUs" button can raise your CPUs and Synthium high enough to beat the injection *even after* the initial ten seconds are over.

(1 edit)

I'm not seeing a way to get past S-Injection 1. My SPUs are maxed out at about 1e106, and there's no way to get them much higher. I'm not seeing any way to boost my Tree high enough to beat the S-Injection 1, so I'm unable to progress any further.

While Injection 5 is active, a "Cookies" tab appears in the sidebar, with everything you need to beat the injection. If you abort Injection 5, that new content disappears, so it's easy to miss.

While Injection 5 is active, the game is modified: You should see a "Cookies" tab with content that can boost you to victory. If you abort Injection 5, that new content disappears, so it's easy to miss.

I agree about the movement issue: I tried it in Firefox on a Linux desktop. It was unusable. I couldn't move one single tile without falling off into the void. After five attempts, I had to give up and quit the game.

I really liked it!

The peaceful imagery combined with the slow, predictable recharge time of the "Effort" bar creates a calm feeling which was very nice.

I kept playing even after the end.

However, it was confusing at first, and the huge amounts of help text only made it worse.

There was a lot of text like this:

"You will learn the game basics in several simple steps..."

Okay, but this doesn't actually help me understand how the game works. It's just more text that I have to read, when I'm already feeling confused and frustrated!

Or this:

"Alternatively, the game will switch automatically when both Energies are deplete..."

Okay, but the game will do that for me automatically, so it's not something I need to know about! If you'll just let me play the game, I'll see it happen without needing to read about it!

Or:

"Click this icon now to see how Click Progress works."

Okay, but right now I don't even know what "Click Progress" is, so this means nothing to me. And the next help window has moved on to "Additional Energy Recovery," so I have no chance to stop and figure out what "Click Progress" meant. It's very frustrating!

Having played the game, I now know what would have helped me:

I needed to know what an "Abiding" was. If there were a label above the abiding list, that would have explained everything.

Likewise, I needed to know what an "Observation" was. If you put the word "Observation" somewhere on the observation window, that would have taken care of that.

I also needed easy access to the current Task and Milestones. I would have *loved* a "Milestones" button where the "Path," "Skills," and "Tools" buttons are! (The Milestones are hidden under a book icon in the "Path" menu--which makes it pretty hard to find. And you need it constantly!)

Also, I would have liked having the "Skills" button in the top left corner of the game, since that's where the "Skills" window appears. It would have made the navigation easy to remember.

Having said all that, I really did enjoy the game! It's very well made and has a nice ambience. It has a lot of potential--but it's already enjoyable and worth playing just the way it is. Thank you for making it.