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Compilation of all user sugestions for future updates! Please post your sugestions here!

A topic by Rodrigold created Sep 20, 2018 Views: 1,150 Replies: 25
Viewing posts 1 to 8
(8 edits) (+2)

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...

Developer(+1)

ohh nice a to do list! this is actually quite helpful thanks :)

(1 edit) (+2)

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?

(+1)

Mouse wheel cycles through through units and the firepit.

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?

Absolutely, agreed. I think they want to be careful to not add too much. I like how hands off in terms of management it is. More knowledge of the variables at play would let you make better decisions on card use too.

Just wheel one time down to get to the firepit/church/lab etc.

I just think there should be a hint for that somewhere so new players discover that trick.

A special button would be helpful too, but you can use that TAB as example for a list of all humans and their wishes + equipment!?

(1 edit)

a way to spend like 10-20 point to collect a resource for them... (that is not a card. Anoying to see them gather everything but that 1 charcoal you need for an oven...)

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.

i just want some way to force them to collect a resouce that i have been waiting for them to collect (For AN HOUR!!!) so that i can get on with the game...

(+1)

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.

Often happens to me if i have some ovens which creating many items over time, so they are only collection this items and eat them again :D

(+1)

they should prioritize food, ovens, and farms over houses and building projects, and should cut/harvest new trees or plants or harvest existing ones, and lightning or fire should turn wheat into bread

(2 edits)

I don't agree with that turn wheat into bread, because that's not part of the realistic in this game. You can't just "burn" wheat and except to get bread like charcoal from trees xD

But i would agree over a special "prioritizing drop list" which you can at least closely control which items/drops they should focus on first (or at least most of the time). This doesn't mean that you can control what they do like cutting trees, but what they will collect first like bread from the oven.

Like i already mentioned a few times, sometimes the overwhelming count of items/drops are blocking any progress.

Developer(+1)

I was thinking of some kind of way to incite attention to an object, maybe trough a god ray or the like and the humans will instantly check it out.

You mean like sparkles appearing on that object and they investigate it?
Sounds good :D

Developer

yeah exactly!

(3 edits) (+1)

One idea would be, that quakes also creates land into the sea following this logic:

quake -> lava eruption under the sea -> cooling off and create some rocks -> rocks growing bigger from lava -> island is created


I think this could be nice to trigger some "over the time" events, so if you quake the sea, there won't happen anything soon, but more likely over time.

So first you only can see that the area of the sea is glowing or that bubbles flow to the surface, then some dark matter is appearing and spreading

and after a while you got there a land with gras biom or even sometimes a mountain with a lava pit.

This would add more value to the quake card, because now it's worthless once you got oil and lava.

Another idea of mine is, that sometimes in the mountain biom, there is created a small hole that you can "discover", so if you

already learned "pickaxe" and "hammer" (or anything else special), you discovered "mine" where you get stone and rarely even metal or iron.

Important here would be, that the villager after using the "Discovery" card won't craft down the stones around the hole so the biom won't

disappear again, or that the mountain biom around this hole stays there even without any rocks around it.

Developer(+1)

love both those ideas!

You can also make islands out of meteor as well

@zergologist this is already possible. You create "mountains" if you cast a meteor on sea. This topic is for new feature ideas.

(1 edit)

New mode suggestion:  Add a "Sandbox" mode. This would be the same as "Endless" but with the ability to play any card at any time without being restricted to the random draw. (Would need to remove the "+Card" card from the deck as it wouldn't make sense anymore). A lot of times in endless I'm just mindlessly pressing X until i get the card I need... that feels a bit pointless =)

Developer

thanks that's a really good suggestion!

New feature suggestion: "Tarmac roads" When industrial revolution is achieved with the factory base you could have the little humans build roads connecting the base to the higher resource extraction spots on the map. Then when they discover the car, they can use the roads to fetch resources faster. Also inspecting the roads could teach humans to look before crossing the roads, otherwise make so that they can be run over by the cars lol...

Developer

Yeah I do want to add roads! Would be funny if they need crossings.

Yeah, but i think "real life" crossings are way too formal for the tone of the game (just my opinion of course =). I think it would be a better fit to just have the minions learn how to cross the road anywhere and if they don't know how to cross yet they can get run over by a car if they already know about it they should automatically stop before entering the road tile if there is a car coming (actually put in some margin of safety otherwise it will look as if they are robots going for it and crossing just in time in front of a car lol). But please don't make it "gore" if they get run over, just keep the current cartoony/non-explicit  death animations I think they are perfect =)