Hi, first, thank you for playing the game.
1.) Thank you for the performance numbers, the 1080 Ti was not tested at all, so I'm glad it was playable.
2.) The builder is rather slow -- we can increase his break/place rate for clarity of "what" he is doing.
3.) Yes, this stacks them on the queue, thank you for finding a bug here -- it should display the resources of the first structure that needs built, not the last. We will correct this.
4.) The crater exists because a raider spawned and was not defended -- he does damage the player when he explodes at the town spawn.
5.) Mint gives you Boba Tea, which is a good healing item, if you were at max HP it does nothing
6.) Yeah the farmer places "crops" which were intended to be food for your town, and it would be important to protect him such that your town didn't starve. There's a lot of "it could've been better if we had more time" going on in this jam, considering the scale and difficulty (technical and otherwise) of the project as a solo-programmer.
6.) The chunk error is strange, that behavior hasn't really been encountered. Perhaps if you're near (0, 0) there is a known bug which happens due to lacking a "null" entry for chunk entries on the GPU
Regarding the ideas for additions:
1.) Yes, this was a planned feature but time reasons became an issue, thank you for the bug report though earlier, displaying the first in the queue is correct, not the last.
2.) I understand the desire for a minimap or some sort of location, that's a good idea, but I'm not sure that can be implemented under the scope of the jam "bugfix/optimizations"
3.) Tooltips were a planned feature, time reasons once again
4.) Subtitles were also considered, but the tutorial was added in the last 2 hours of the jam.
5.) Yeah, that's a great idea, I think we planned to have some interface with the villager (if not directly, through some sort of worker hut block), but that also just suffers from "time constraint"
6.) The hardest thing is converting atoms to blocks, and stenciled unique blocks like logs and leaves were definitely the hardest to figure out -- we opted for very simple logic there, but you're right on the whole of how it should work.
Viewing post in Fractal Frontiers jam comments
For the chunk errors, when I looked at the console window I saw some errors about not being able to load chunks but those errors were seemingly always popping up but the actual visible chunk errors only started appearing after time passed. When I found a chunk mutated, the npc’s that were on them were still there and burnt ground was sometimes still burnt although these chunks would sometimes come with new fresh trees in locations where I had already cut down all the trees.
I hope my message did not come across as aggressive or demanding. I understand there are lots of limitations to what can be done in 2 weeks and I just tried to be as thorough as possible while explaining my experience.
I think the concept of atoms is so sick. I see a lot of interesting gameplay potential in a game where the understanding of all blocks being made of atoms becomes relevant to gameplay. If it needs to become second nature for players to understand atoms and incorporate that understanding into gameplay I think it could be very cool. So maybe scratch that about showing 1 logs worth of log per unit in the inventory and embrace atoms as a unit within inventory? If you want though.
1.) One of the "could not load world/x_y.chk" is a normal message, that's the save/loader having issues. Interesting about the weird chunk errors, I will have to figure that one out because I've not yet encountered that. I've seen visibly that chunks may glitch near (0, 0) but yeah, that's odd.
No problem, I didn't consider it demanding, I just wanted to make sure I addressed every point. I really did want to expand on the simulation, and I have a lot of ideas on how to, but as of right now it would take significant change. One idea was the "saturatedness" of a block, absorbing water from rain or water flow, and that growing crops actually requires irrigation of some sort.
For the inventory stuff, I initially wanted to do the raw count but at least it didn't look good on UI so I made it look nicer, but yeah you're right on that it needs to be more clear.