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MooncatcherStudios

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A member registered Oct 31, 2024 · View creator page →

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Recent community posts

Click on the start or fall start buttons on the main menu.

Thanks for the feedback again, happy to hear you are enjoying the update!

I will definitely be expanding on the group interactions with the companions. I have a lot of fun ideas for how to make that more interesting, and I want to have the companions interact with each other more. Having more scenes between them is in the pipeline.

I'll take a look at the bugs, thanks for pointing them out. The soldiers should be trading random loot each time, I'll take a look and make sure something didn't break. There will be more things to trade with the soldiers soon as well.

As always, I appreciate you!

Scout's second scene not showing up was definitely a bug - I recently rewrote how all the events + scenes get generated, and this was the result a simple typo on my end. Good spot! Uploaded a fix for that specifically.

I'll get the modifiers showing correctly soon! 

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Thanks for the bug spots. Expect fixes in tomorrow's update.

Losing patrol notes to the monster hunters *is* intentional but its not really indicated properly in the UI. I'm going to be creating a 2nd story loot type for them soon.

The patrol notes will be rebalanced in tomorrow's update as well, it was a bit wonky and I just hadn't fixed it yet. 

You can see inidividual spells bonuses in the inventory screen (click on spell book) but I need to add UI for overall bonuses. Promise they are coming soon!

Thank you! The only saves are auto-saves at the start of each day, but it saves the last 3 days. If you want to back up your saves, they are the appdata/roaming/forestinn/ folder. 

Increase Lucy's desire by getting to know her better, then eventually the flirt option will appear in the evening. Once you've built the Alchemy Bench it should be pretty fast.

The OST is entirely original music, and we should really look at getting it on spotify or something haha. If put it up somewhere, I'll mention it in an update post.

I'm very sorry to hear you went through something like that. Sometimes life can really kick us in the balls. I hope things get better for you! Thanks for the kind words, they mean a lot. Glad you are enjoying the cozy game we made.

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Wow, thank you for the detailed feedback again. Always very helpful, especially when implementing a bunch of new features.

I'll get the bugs squashed ASAP and put out a hot fix.

As for the army guests being pretty basic right now, yeah, they are in development still. Honestly this patch could have used a couple more weeks, but I wanted to get a basic build out for people to poke at. The next update won't take as long and will just be filling out content and polishing what's there.

For your questions: 1) There is only ever 1 ritual active at a time, the active ritual is listed above the inn stats at the bottom of the screen.

2) There is an aggressive decay if you are over limit each day, but the exact amount that decays is somewhat random. You might get lucky and only lose a few items, or you can get really unlucky and lose all of them.

Ah sorry about that, didn't realize they were closed by default. Should be open now.

Haha, yeah I'm table top rpg guy who loves dice, so I feel you. Happy to hear you like the game!

You can drop me a line on bluesky if you'd like: https://bsky.app/profile/goblinoneeye.bsky.social

Thanks!

Dryad + Other NPC scenes are on the way. Adding them a little at a time. Still a bunch left to add for Lucy, Scout, and Ellie as well. There will be a variety of scenes, but I don't really have a planned list. I'll just keep adding scenes as I have time.

When you are in fall (in the current build) you buy items in bulk. There may be a toggle later on as well, but the way you interact with merchants is intended to change as the game progresses.

Thanks! Working very hard on the next big gameplay update, I'm hoping to have it out at the end of the week.

Glad you are enjoying the game!

Thanks for spotting those bugs, I'll try to get those sorted for the next update.

No plans at the moment, but the exact scope isn't figured out yet. A lot of features still left to add.

Thanks! I'd love to do some translations at some point, but we're just not there yet. When the opportunity comes up, I'll be all over it.

No plans for translation at the moment, but not for lack of want. It'll be something I look at a little later in development when I understand the scope of things a bit better. Thanks for the interest though! Hopefully I can swing some other languages later on.

Thanks! That false positive needs to get fixed and I keep putting it off. I'm aware of it and it'll get seen to eventually haha. 

Potion upgrades will be on Ellie's tree, and they are on the way. Very likely showing up in the next update in some form - but there's likely going to be more iteration later on in development as well.

I'm just starting to get the fall gameplay stuff implemented, but winter and spring will also have different actions you can take throughout each day. The goal is to to slowly shift the types of things you do each day as the inn grows. 

Thanks! This is really helpful. I'll make sure to get on those bugs. And thanks for taking the time to write all this out, makes my life much easier. 

The missing enchantments are my fault, I'll get that fixed up. The notes thing is most likely an easy fix, so expect a hotfix for that soon.

Thanks, next update will likely be the end of the week!

Thanks for checking back in, hope you enjoy it!

The Lucy screen bug has been reported and I'll have that fixed soon. It's a sequence break thing, sorry about that.

The Dryad is very much intended to be a midgame thing, I just made her easier for earlier builds. The game's main story will take about a year to go through, so having her get hired in late fall is fine. The current built fills up the early game with the other two companions. The exact balance will be tweaked over time, so nothing is set in stone yet.

Potions in combat are just... not great right now. I've got some ideas on making them better. I'm doing a potion pass soon tied in with Ellie and her skill tree, so it'll probably get fixed sooner rather than later.

Thanks for the feedback, I appreciate it!

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No, you are actually completely right. The chances of her showing up have been reduced because she is intended to be a mid-game hire. Ironically she was the first NPC I added because I was getting her set up alongside events - but as I got Scout and Ellie added, the Dryad is now more or less where she is supposed to be. To give exact numbers, anytime after day 10, she has a guaranteed chance to show up every 4 events, but Scout and Ellie are given priority. Her exact frequency is not set in stone and I may adjust it further as I develop the mid game and get a better feel for where she falls inside that.

In the current version, her skill tree is basically empty while Scout's and Ellie's are in better shape, so I wanted to make sure people could get those two a little easier to test things out.

Yup, sounds like you're about at the end of what's there. 

Showing your current inventory while browsing the shop seems so obvious, I'll add that in the next update. Thanks for the suggestion.

 A toggle for the merchant amounts may show up in one way or another - but as the fall kind of gets fleshed out, you'll see that the economy changes a little to provide a new resource management game. The intention is that the day-to-day of running the inn will evolve to stay interesting as time passes.

Thanks for the spotting those bugs, I've written them down and I'll try to get them squased in the next update.

Thanks for playing and leaving feedback, I appreciate it a great deal.

Haha, glad you like it. More to come!

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Scout's affinity no longer progresses from chatting. You increase her affinity in events - this will be the norm going forward for all NPC companions. The system before was a placeholder while I was working on the new system. Right now it's just a little barebones, but more will come and it'll get easier.

Good catch on the kegs, I'll get that fixed asap.

There is some sequence breaking stuff with Lucy right now if you don't take the standard route for romance - this will absolutely be fixed soon. I got a lot of feedback asking to expand on the building relationship, so I've been reworking that stretch - but I'm doing it in stages so a few things are a bit broken right now. Fixes soon!

Thank you very much for the feedback! I'll see if I can get those kegs fixed and uploaded tonight.

Edit: should be fixed.

Thanks, hope you like the update!

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Thanks, that means a lot! There are a bunch of new characters and scenes in the works, so definitely stay tuned.

I'm very happy you like it! A whole bunch of stuff is being worked on. Next patch has a big focus on the companion characters, the first fall gameplay, and a bunch of quality of life changes like rolling autosaves. Should be out soon!

Yes. The menu in general will get a big update with options for many things. No ETA at the moment but it's on the list of things to do.

Yeah it was likely the cold. The way the cold works right now is just bad, but it's a placeholder. I'll be cleaning that up soon.

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I believe I located the problem, the newest version (0.92) should prevent similar issues from occurring going forward - though I'm not sure if it'll repair a damage save. I'll keep investigating.

Thanks for the feedback. A lot of the things you bring up here will be resolved over development. The gameplay in there right now is representative of summer, which is the first 90 days, but will change with each season.

Buying food + alcohol, etc one at a time forever would be awful. But its fine at the start. With each season will be new merchants and new focus. I know you can only give feedback on what's in front of you, so it's all good - but there will be a lot of quality of life improvements added.

Things like a gallery or better scene control are good suggestions but probably some of the last things to get added. That'll show up when it comes to polishing what's in there, but I've got a lot of features + content to add first.

Haha, also unfinished. The next update will conclude it. It was almost ready for this one, but I wanted a little more time to work on it.

The stamina is not a bug. Being able to increase your stamina past 150 was the bug, it was fixed in the new version.

Just the one event for now. More coming soon.

Thanks, fixed.

Haha, working on it. It was a busy week getting this update out - I'll try to have patreon up in the next week or so. 

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Looking at the code nothing seems obvious, but I don't think I've ever tested that deep into year 2, so there may be bugs that crop up from extended play. I'll look into it this week and see if I can figure out what broke.

Anything beyond the first 90 days may have bugs that I just won't see yet. As development continues and the rest of the year gets fleshed out, I'm sure this kind of stuff will happen less.

Also I try to build in save converters with each version to bring forward older save files, but I can't promise they will always work. This early in development I'm constantly adding new features and adjusting the flow of the game, and sometimes that means removing or adding parts that conflict with earlier versions. 

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Thanks, I'll take a look. 

Edit: I tested loading a maxed out restored inn save from 0.8 into 0.9 without issue. Did you use cheat engine or edit the save in any way ?

Thanks, that means a lot. Hopefully you enjoy the future updates as much!