I think maybe just having a little guidebook giving an example of how to say, a basic mining rig up and running would go a long way. Doing that would cover most of the basic mechanics, and provide a good groundwork to build off of.
As far as I can tell escape isn't working, but I'll try again in a moment. As for the controls, it's just a lot of modifiers to remember for the clicking. I'm not sure what a simpler way to go about it would be, so this might just be the best possible option.
For the zoom, I just meant for the whole map, since even with max view distance it still takes quite a while to get from one side of the map to the other in order to scout out resources.
Also, since I neglected to mention this in my last post, I love the art style. I think you've done a remarkable thing in creating a sense of unified aesthetics and also great character design. It's easily the best I've seen in a wg game maybe ever.
Shroombie
Recent community posts
Some thoughts
I'm not sure why there's no dash option. Player movement speed is slow, and without being able to zoom around the map it makes hunting for resources a huge slog.
On that note, not everything should be done with the mouse. Having everything be done through some arcane combination of right and left clicking is incredibly unintuitive, and it slows down the gameplay loop to a glacial pace. Being able to use ESC to exit menus is on par with WASD to move in terms of ubiquity, so it's weird to not see it.
There's also zero indication of where to forward, or how any of this works. The Goddess provides a quick rundown of the controls yes, but outside of that things like figuring out electricity or how to build larger machines was completely out of left field.
As some people has pointed out, it is incredibly complex to automate a single item. This is a factory game, where the point is establishing a well run automated factory. This is also a weight game gain, where the goal is to complete gameplay loops and be rewarded with plump eyecandy. I don't know if locking the weight gain gameplay loop behind such a byzantine factory gameplay loop is a wise idea.
This feels like a game made very specifically for one person, and that's not bad. If you're not happy with your work there's no point. But I think it would be worth thinking about how accessible you want this game to be, and if the level of complexity that you seem to seek is in service of that goal.
I want to like it. I do. I like complicated games, I like number heavy games, hell my two most played are Dwarf Fortress and EU4. But at the moment I can't convince myself that the cowgirls are worth the grind of getting through the game.
Honestly this feels like the skeleton of a fantastic piece of work, it just needs some heavy editing when it comes to UI and quality of life stuff. Greatly looking forward to seeing how it develops.