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Rodrigold

15
Posts
2
Topics
A member registered Sep 06, 2018

Recent community posts

Oh, now I got it!

Yes, that is frustrating indeed! Sometimes there are tons of resources lying there and they just ignore. I totally agree.

I think the mechanics of the game already cover that with the "sample" card. What you are proposing would be like an extra power beyond the powers of the cards and that would break the entire idea of a card game in my opinion.

Wow Flowz0r, how did you figured that!? Thank you very much for the advice! I was finally able to get cars using your hints!

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I'm glad to help! Can you stick this post so it can be allways on top so other users can see what is already in the list?

I have an idea that is a little bit diferent but could help in this matter:

We could have a log of the discoveries that we already found like a "Simmilandpedia" or something like that. But this feature should only catalog the discoveries already achieved because most of the fun in this game is to find new things and sort out how they are done!

Some discoveries are made by accident, like the lightning rod and the vaccin that are discovered in a whole different way as these doesn't involve inspecting anything.
Discoveries may also have some other discoveries as prerequisites so you should explore the game further in order to find them.

But a log of what you already found would be great indeed! Nice one Mackaa!
I'll post this in the Suggestions topic.

I am using the latest version (3.1.2) and I was able get the Nerd achievement, it's a bit tricky but it's possible. There is a lot of guessing and exploration involved though.

I figured out how to get the nerds achievement. It's possible but you have to explore more. Some of the discoveries are not used for nothing but still improve the IQ above 200 (I could reach 212). 

I will not spoil your fun telling how to do it so just believe me, its possible.

Yes but its not very intuitive and not very usefull this way. If we could press something like "Tab" to open the base menu or press "p" to open a population menu with icons of what they wish, It would be much easiear an fun than rolling the mouse wheel again and again, don't you agree?

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I've been playing the game for some time and I'm really enjoying it. I liked it so much that I thought I could help improve it even more with some of my ideas as well as other players.

With that in mind, I created this topic with a compilation of suggestions for future updates. If anyone has anything to add to the list comment below and I will update this post.

Here is what we have so far:

  • There should be a keyboard shortcut to open the firepit/church/lab menu
  • The duration of the flashbang when you cast the meteor card should be decreased. The first time I used that card my first thought was: Oh *&#@! The game just crashed again!
  • The 'extra' card should not reduce the remaining cards count as it is supposed to be an extra.
  • Zoom with the mouse scroll.
  • When we click on the fireplace/ church/lab, the focus of the mouse should be the construction and not the humans in front of it.
  • There should be a counter for the number of humans.
  • List of wishes on screen or on the base menu.
  • Seeds (like minecraft) or preset world selections - (Sugested by the user Breadboyvevo)
  • Save/Load functionality - (Sugested by the user connerelfman)
  • Add animals to the game as well as achievements related to animals like Carnivores (have 60% of your population to eat meat) or Vegans (none of your population eats meat) - (Sugested by the user Mackydee03) - This one is already under development 
  • Improve the item creation animation/behavior to avoid itens being created and thrown into water or lava or any kind of terrain that destroy the item.
  • The flickering on the start menu screen is upseting some players and I agree that the movement of the leathers is ok but the flickering of the entire screen could cause some issues like headaches with susceptible people - (Sugested by the user connerelfman)
  • Add Discord Rich Presence to the game - (Sugested by the user ryanmatt)
  • Add a "Simmilandpedia" or some kind of log of the discoveries with the way they were found in order to help in case the player forget how to achieve something that he already found in another game - (Sugested by the user Mackaa)
  • The "Industrial Revolution" achievement could be more specific showing the exact number of each resource that must be gathered in order to obtain the achievement.
  • The inventory of dead humans (like pickaxes, axes, hammers and so on) could be droped in the ground rather than vanishing with the deceased - (Sugested by the user Kruzgoth) - This one is already under development

More to come...

Nice, it's good to see that the game is becoming even better!

That would be awesome! One of the features that I also miss a lot is a save/load function.

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Pretty sure, it happened two times on different games, the first was with the smelter and the second with the refinery. The resorce drops from them to the right direction (at least in my case) and there was a patch of terrain that destroy resources 2 tiles away from the refinery to the right. I wish I had screenshots to show. If I can make it happen again I'll post the image.

On the picture bellow you can see the moment the oven throws 2 itens to the water. The apple pie felt in water but I was not able to catch the exact moment. As for the bread, It was thrown direct to the water to the north. Plz, fix this.


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The game still freezes randomly and there are 2 othes 'bugs' that are just stupid.

First one is the Refinery bug: Whenever the humans build a Refinery in a spot and there is an oil terrain on the right side of it the produced oil will allways sink into the oil puddle preventing their collection. 

Second one: Resources being produced and falling in water, lava, oil, etc...  This one is so annoying because it just makes no sense. If the people are harvesting wood from a tree whats the point in the wood being launched in the air miles away and falling into the ocean?? The same applies on resources produced in the Smelter, the Refinery or any other production facility. The same applies to the sample power. If I am a god and I want to give a sample of whatever I like to the people its not logic that the sample resource is launched far away just to vanish in the water or lava. The game is difficult enough without wasted resources and this mechanic is frustrating and makes no sense at all.

Sugestion: The gathered and the produced resources should spawn right next to their original source and they should allways spawn on the land. The flying resources thing should only happen when they are generated by natural phenomena such as thunder, meteor, quake, otherwise they should just spawn next to the place they were collected or created (using the sample power).

Third one: The game starts lagging a lot when there are lots of resources on the ground and the lag doesn't stop even if they gather all the dropped resources. I suppose that shouldn't happen  since the graphics are so simple. Looking at the CPU usage using Process Explorer shows just 23% CPU usage from Simmiland.exe and the overall CPU usage in my computer is bellow 40% so there should be no lag at all.

I tried both the .zip and .exe and I also installed the Directx EUR. The game froze again just when I used the meteor card. Right before the meteor hits the ground the game freezes.

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The game is not crashing with directx errors anymore, instead it is just freezing. The sound keeps on going but the screen and the mouse cursor freeze and you have to force stop the application. By the way, I'm using the 1.3.2 version.