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The tutorial work is nice! It seems easier to get into, although I do have knowledge from my first playthrough. Here's some more playtesting notes in no particular order.


Built a stage, but then thought I should move it. I couldn't figure out how to change the placement before it was built, and after the 'garbage can' didn't seem to schedule it for destruction (or if it did, a citizen never got around to it.)

I like the priority system, but I'm a little confused about how priorities interact with professions.
    -- I would add numbers to the priority squares for players that are red-green colorblind.
    -- For other examples of priority systems for jobs, check out Dwarf Fortress and Rimworld.

The UI buttons appearing from right to left (with empty space inbetween) seems less polished than the buttons appearing left to right. If there's no reason not to, I'd consider rearranging the buttons so that the ones appearing first are on the left.

I planted some tomatoes (do I need to do that manually?), and there are 'water' symbols nearby. I'm guessing they need water? No real question here, just a point where I'm not very clear on what needs to happen. I have a farmer dude.
    -- I just scrolled through the encyclopedia to read on tomatoes and tomato seeds. I would recommend a table of contents / index page when the encyclopedia is opened up, or some method to skip from the first entry to 'tomato' without tons of clicks.

In quest rewards, it's not clear that I'm getting blueprints instead of buildings. Maybe add a background sprite to blueprints to indicate that?

Under the forge build menu, I would like to see how many I have of each object. The current 'quantity' textbox I think is for building multiple objects, but it would be great to see if, say, I don't have any microphones and need to build some. (Or, conversely, that I already have one and don't need to worry about it.)

I think the "middle click to display building icons, click on icon to display building information" is a bit convoluted for an action. Maybe double clicking on the building could bring it up?

More tomato thoughts - a day later, they are still showing the water symbol. I have a farmer, and they are planted near a water pump with water available (blue meter is not empty). Not sure what to do there.

In the encyclopedia, the "building level" flag (showing the, say, fifth level walls) is maintained when the page is turned to a different building. Nitpick, but that was a little unexpected.

The second quest (collect resources) requires a certain amount of aquamarines. Are these mined from the same crystal pits that the crystal orbs come from?

My nutrient storage barrel doesn't seem to be storing any food. The barrel is empty, even though my inventory shows 14 tomatoes. Screenshot at https://imgur.com/a/d0x4DhM. My people are hungry!

All my citizens have now died of hunger. After the first one passed away, I set one of the remaining two's profession to farmer, maxed out farming on the preference scale, and planted three more tomato plants. I'm unsure if any additional farming was done.
    -- The game is continuing without any citizens right now, instead of giving a Game Over as expected. The top-lefft UI also says that I have one citizen left, although my character finder and priority menus don't show any.
    -- Additional note - I kept the default farmer's default preferences through the game. When I needed to change someone to an entertainer for the mission, I used my builder.

During my first game, I was able to get to 5 / 6 citizens, but never had more than 3 this time around. I'm not sure how to get more citizens.

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Excellent Josh! Great feedback again! ^^. Been a busy day for me, I will digest this and provide a more thorough response later. 

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I’ve been considering adding a move structure feature to accompany the demolish feature.

Demolish is currently a sub-task of builders, increasing their priority should result in the demolishing of the structure.

Good idea on the priorities, I’ll add in numbers for the next update.

For the UI buttons I wanted the main buttons closer to the center of the screen, but at the same time the main buttons are the most important to introduce the player to. This naturally results in right to left set up. I could program  a method of moving the buttons from left to right as they are discovered instead.

I’ll need to add a planting tutorial tip most likely as there are multiple conditions required:
1. Forge a billhook
2. Forge a bucket
3. Build or have a water pump
4. Raise the priority of farmer for a citizen.

Adding a table of contents is a necessary path I think as the encyclopedia expands, however for the time being, if you want to look up tomatoes, go to tomatoes in your inventory, hover over the icon with your cursor, wait for the display popup and then right click.

Agreed on the quest rewards I’ll change the visual to depict it as a blueprint.

Understood abut the forge item count, will add this in the next update. Yes the current quantity is how many to order (clicking the help button (question marks you find on the interfaces can help with ensuring that))

As for the middle click I've experimented with different methods, starting with single clicks that disrupted the scrolling camera when using the mouse to scroll, then went onto double clicks which makes it touch to select citizens vs structures when they overlap (the reason being : I was notified that trying to touch citizens to open their interfaces was tough while they were moving, thus I expanded the touch radius for doing so, however this results in overlap between citizens and structures. The main benefit of the middle click is that it separates structures from citizens however it does require more steps. I'll need to brainstorm this, because most games I've seen of similar style are either top down  or if they are platformers they don't rely so much on selecting citizens directly.

You’d prefer the tier level of the structures returns to 1 on the next page? I can see pros and cons to both setups. (Someone who wants to compare the tier level boosts across multiple structures for instance)

Ahh yes, so currently when a citizen deposits a tomato it both adds to the food count in the barrel but also places the tomato in the inventory. This one is a bit trickier to properly set up, but to give some actual incentive to building restaurants I think I could set up a system in which citizens that start eating at the nutrient storage will randomly consume an item in the inventory equivalent to the amount of food they will consume. Even food items of higher fullness values would still only yield the same amount in the nutrient storage, however, using food in your inventory to prepare a meal at a restaurant would instead apply the fullness value boosts of specific food.

In terms of the citizen count it could be that I programmed it in such a way that it’s not able to count 0 citizens, a result only returning if the value is greater than 0, but I need to double check.

Game over sequences occur if and when the town center is destroyed. The reason stems from the current two ways of earning citizens: 1) Upgrading the tier of your town center can by chance result in the creation of citizens or 2) scouts can convert citizens outside of the territory and bring them back to your civilization. I’ll prob need to make that clearer in a tutorial tip. If you have the resources you could potentially create a citizen from having no citizens in rebuild. Also, building a temple (one of the structures) can actually resurrect fallen citizens.

Btw, you can figure out how many you already have in the forge menu by hovering over the item. 

"The second quest (collect resources) requires a certain amount of aquamarines. Are these mined from the same crystal pits that the crystal orbs come from?"

You should be able to put your cursor over any quest target to get more information. In this case it should explain that the these come from crystal aquamarine rocks.