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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

Y'know when you start playing a game and you give yourself a limited amount of time to play it but then you start getting into it and before you know it it's 1 AM? That was this game for me. I really like how slow paced this is. It doesn't require you to rush due to some limited amount of time per day. You just get to take your time, plan every move carefully and just watch at you make progress at the pace you want.

So I kept a bunch of notes of various bugs and issues I came across, but before that there is one thing I want to cover. For everything I said about enjoying the pace of the game, I do feel there need to be something to create a drawback. In trying to keep in line with the game's concept, I'd like to suggest that you have some sort of stress measurement going on. The way I see it working is that if you have units performing tasks every single day (especially if they're the same task, with an exception for cooking with regards to the "same task" part), they begin to build stress. You then need to give them days off in order to relax. This could then be used in time with the Meditation upgrade, where you instead assign them to engage in meditation for a turn to reduce a lot of stress (and if there's something you have intended for Meditation, you can make it still do that when stress is below a certain value).

Alright, time for the list. I'll just cover these in the order I wrote them.

1. I noticed that the turn summary was being shown twice for the first few turns, though this also seemed to correct itself eventually. This may be related to the tutorial, as I only remember seeing the issue while doing it.

2. If you have a unit who is reading and book and you go to change it but then change your mind about that, you can't reselect the book they had to keep them reading it. You instead have to hit Cancel, which removes the book from them. You then have to go back and select it again.

3. I noticed that if you go to do the "Decorative Calligraphy" upgrade for buildings that the title is spelled wrong, instead being written as "Decorative Callighraphy."

4. When going to gather Pine Wood, the Basic Forestry icon covers some of the text for the required cultivation.

5. When I first learned about selling resources for money, I had noticed Pine Wood was set at a price of 20. However, when I went to sell some after doing some gathers I noticed it had dropped to 5.

6. If you get the Breakthrough event, there's a typo in it where "bottleneck" is spelled as "boittleneck."

7. When doing upgrades, the upgrade gets greyed out if you lack the required materials. However, this doesn't happen when you go to the kitchen to learn new recipes. I legit thought learning recipes was broken until I realized there was a material requirement.

The last two things I have are just minor suggestions that I think could help the player experience. First, instead of every task requiring the player to hit a button to begin the task, why not make it that just selecting who will do the task does that? You'd then only need the Cancel button. The only exception for this would be Cooking, since you have to also specify who is eating it and may not necessarily fill all slots. Second, a helpful function for trading resources would be to be able to choose larger sets of numbers. For example, being able to set 5 at a time instead of just one. If there's not another 5 available for the item, it defaults to whatever is left.

That's it for me! Keep up the lovely work!

Thank you so much! It is a very detailed feedback and I will definitely improve on it!

Sorry I couldn't watch the stream live,  it was middle of the night for me... I will watch the VOD once I'm back from work!

About stress management - I do plan to add Mood that follows a similar idea, same/repetitive/unliked tasks would decrease it while rest days will allow to recover. But also it can be affected by other things, like how good the food they got was, how nice their house is and so on...

Thank you for pointing out the bugs, I will fix them soon!

Excellent suggestion about not having to click the "start" button for every action and just assigning characters. I didn't think about it, but it might be too much to click for the simple action. I will see what I can do. 

As for trading resources - it is again something that I plan to add but didn't have the time for yet (I want to make it so that you could hold the button down and it would add the resources at high speed)

Again, thank you so much! Both for giving feedback and for co-hosting this event, it is a wonderful initiative and the devs definitely appreciate it a lot!