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Blueberry Bushwhacking

Nobody survives The Outlands. Why not go out with a bang? · By captainstupids

Content Suggestions

A topic by AzureDragoon created Jun 20, 2024 Views: 623 Replies: 24
Viewing posts 1 to 6

I would love to see more content around Dimorphex. Especially events that rely on having taken a certain amount before they can trigger. I also wonder if the cow milk from Momo could also have an effect of Dimorphex, even if it's weaker than actual Dimorphex (due to satisfying hunger).

Lastly, and I know this isn't for everyone, but would Futa content be possible? It might be best restricted to just the player, but it could be a neat way to expand the situations the player can get into.

Developer

Small secret: momo’s milk already does have a very small dimorphex effect. ;)

Gonna hijack this post to say that using items in bulk would be a really nice feature to add, especially as you get into longer runs and you have tens, if not hundreds of items. Personally, I'd like to have a way to use a percentage of items (say, 25%, 50%, 75% and 100%), as well as being able to set a specific amount of items to use.

I'm sure this is being worked on, but I'd also like it if there were more efficient ways to get juiced for longer runs, maybe the character can make a more powerful juicer that takes more power to run if they're smart enough?

In terms of the Juicer, there probably should be a way to upgrade it so it's more effective. Although I imagine that should also require a special item from the laboratory as well.

The best way I've found to juice is to meet the female bandit and successfully seduce/convince her. You'll be dropped to 0 and she'll almost certainly burst as well.

Developer

That makes sense. It would be a good use of the scrap and the lab.

Developer

That’s an interesting idea. I hadn’t really imagined a case where people would be inclined to use items like that. Can I ask which items you’re using in that quantity? Rations? Vacuum cylinders?

(+1)

It's most often vacuum cylinders, although sometimes I also use a ton of contaminated produce for shits and giggles. I also like to stock up on Elastinup or Dimorphex and use a ton of it at once, as it's fun to be able to see bigger changes like that (especially for Dimorphex).

quick question about the effects of elastinup since I struggle with getting good runs (and often restart a lot), does elastinup have any other effects besides increasing your fill and, presumably, allowing you to get to bigger sizes? I assume the more elastinup you use the bigger you can get and the more likely you can get stuck in certain scenarios—(unless that’s planned for the future).

Developer (1 edit)

No other effects aside from increasing max fill.

I have an idea for a time based event. In most survival games, for example, project zomboid, nature starts to retake civilization after the collapse. Buildings turn to rubble, grass grows, roads crack. What if something similar happens in the narrative where the blue mold you encounter in the bunker starts to overtake some parts of the world. It can build tension, though I can see how it can become a tedious thing to deal with, especially if you struggle with maintaining your needs. 


I was thinking this event would happen late into the game where (depending on luck) you’ll have plenty of Zanthrozia, elastinups, etc to keep you going. How does day 100 sound? 

Developer

There are a few events that can only happen after a few days (25, if I remember right), at least one in the bunker, though more are indeed planned.

25 daysseems a little excessive. Not impossible, but it means most of the special events are hidden. I'm lucky to make it to 20 without constant save scumming.

Also, it may help to have a more static time cycle of 4 hour increments. Takes out some of the RNG of how much time some events take.

We could have Midnight, Early Morning, Morning, Noon, Afternoon, Evening.

Midnight goes from 10 PM to 2 AM. Early Morning is 2 AM to 6 AM. Morning is 6 AM to 10 AM. Noon is 10 AM to 2 Pm. Afternoon is 2 PM to 6 PM. And Evening completes the cycle at 6 PM to 10 PM.

Each "Time Segment" takes one action, regardless of what you do. Bars are still affected normally by actions taken within that segment. Sleep doesn't even need to be changed because you can still sleep for 8 hours by doing it twice in a row.

I don’t think the time frame for special events to start appearing isnt excessive. Some of these events are hard to deal with and could definitely soft lock you. Also, this game at the moment, is made for save scumming. 

I do like the idea of having time frames and each frame only taking one action. I’m not a fan with current exploring mechanic. You can spend 6-8 hours out exploring and come back with literally one thing. 

Can’t wait for the next update to come, especially if it has proper caravans/merchants where we can sell multiple items—the item stash bloat is not ideal. 

Developer

That’s a neat idea. It would be a pretty simple change to just have everything take four hours. I’m not sure what it would do to balance, and I’d probably leave in the legacy system of clock ticks, but it might help make things easier.

The biggest risk to changing mechanics is just that it’s not adding content. I’ve been lazy/busy and haven’t written the last two encounters.

As for save scumming, I was leaning pretty hard into the roguelike ‘lose often’ style. If the early game isn’t enjoyable then maybe I’ll have to try and add some one-time things at the start to move people along faster or do some kind of new game+.

well we all have different ways of playing. Artist intended audience versus actual audience. I mostly play to see how big my character gets, and loosing all the process is kinda annoying. I don’t save the game every time a day passes, my first save usually takes place 5-10 days in when I have enough batteries, Z-packs, and other items to continue my run. 

I by no means save scum when I can’t ignore the slop in basement. I usually go with what the flow. However, I’ll say playing as Female B is slightly harder than A because B character doesn’t show signs of fatigue (like laying down). While of course I can just look down at the moodlet bars, it’s a consistency error.

In this particular case, I don't think there's a huge shift to the balance. Most events are already around 4 hours to begin with. The Laboratory would probably need to be limited to 4 actions though, to better represent the passage of time for looking around and making chemicals. 

You're still right the, on its own it doesn't introduce content. On the other hand, Momo's farm might be closed down at night. Maybe you'll sneak in and surprise her at night for a new event. Perhaps there's a group of bandits who only roam at night to avoid the more bloated ones who would relentlessly blow you up without negotiation. Maybe the market you can access changes based on daytime/nighttime hours? Lots of potential gets opened up by having time-based events.

It's not that the early game isn't enjoyable, it's just that getting a lot of progress is extremely difficult. Especially if you still want to keep yourself fully infected for not dealing with food. And with how some success rates are calculated, the difficulty tends to ramp a little quickly.

Developer

Oh, there are a few time-of-day locked events, and I don’t mean just dream-based ones.

Perhaps more food for the early game would be useful.

Developer

Update on this: With the release from today I haven’t set all the times to be the same, but exploration now takes a consistent four hours, which makes it easier to plan the day around. There are still a few events which take less and a few which take more, but it’s much less random.

I’m not sure if Vacuum Tubes already work this way because I rarely use them, but what if they “slow” down your fill rate for a duration depending on what you’re using. If I recall the description of it even says it slows down swelling.

One thing I think would help a lot would be some sort of short description of the effects of mysterious liquid, since right now it's practically impossible to determine if it has done anything to you or not. This could also be solved if there's some sort of stats screen for the character, but that could run counter to how the game works if the point is exactly that there's no visible stats.

Well, for the Mysterious Liquid specifically, it's completely random. So it's impossible to tell what it will do. You get it when you do not successfully synthesize a chemical in the lab.

while I think it’s effects should stay hidden because for a new player it becomes somewhat obvious that they either boost stats or increase infection. However, I gotta agree with Hail that we should get a stat screen. I’d love to know a concrete number or at least a tracker of some kind.

If there's a stat screen, it could be, say, a room in the decaying building that has some sort of fitness analysis machine, maybe also solar-powered in some way so that it's not necessary to use batteries (but with the setup being far too big and heavy to carry back to the base). That way you get to show all relevant stats to the player (like strength and fluid volume out of max, for example) without making it easy to micromanage the hell out of it, and it would fit decently in the game's own story.

that’s a pretty good idea if we want to keep the “challenge” of the game 

For this specifically, I mean a short text whenever you consume it, so you can tell what it's done to you. The randomness is perfectly fine, but being able to know what it's done when you take it would be a good idea in my opinion, since right now it's hard to know exactly what it can do in the first place.