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omg. some would call this a 1.0
tyvm for sharing the work of your most excellent self once again! 

relax. nothing to be alarmed about ahead:

just this, reported frequently, consistently overlooked, 'the main reason open the inventory:' current health.



that's it in a nutshell; i have way more health than reckoned.





and because of that, and because the stats at the top of the screen don't show 

HP 61/62
HUNGER 83/100
THIRST 75/100

i keep opening the inv like a madman after every single encounter -- to check health.

later, as your systems get refined, i'm positive that super cheeses will allow me to eat and drink more than what is now '100%', thus showing/using the actual HP on the main screen would make great sense.

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the map!!!  omg. Its soooo much better now that I can just tap 'M' to consult with it!  being able to make annotations and discover rumored locations along the way is just perfect.

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something changed to make it much easier to avoid fighting while traveling. that's awesome.

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.. and the 2nd most overlooked, often reported item:

cooking 68 raw meat one at a time .. creates a new stack in the inventory which does not stack with the '5000' cooked meat i already have under the shortcut -- requiring that i drop both(?) stacks 'to reload'. its kinda minor -- balances the greatly improved/now perfect 'water refill'. :-)

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did nights get less dangerous around my ever moving home camp-fire?  i think so. i guess i need only half the turrets etc now. 

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80 inventory spots? wow. i'll be able to cross the map without resource/drink constraints. hmmm. seems excessive, i might never need to stash anything, worry about teleporting, use/breed/enjoy pack-animals if the cost doesnt scale fast/high enough!

'possible money earned from mobs killed by defenses at night' might be a pricing metric there.

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andsomethingelseiforgot.  gtg, almost at that fort i've been meaning to get to!

changed my mind, it would be perfectly enough to change the player's mouseover hint to "You (36/37)" in order to communicate health.

note: changing weather at night changes the visibility radius to what the weather would have during the day .. letting you see farther in a bad weather night than in a good weather night.

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went SE from the ft, through the mountains to the L2 town. bot 80 slots, kept moving S, then W to the next town.  arrived with ~40 items in my pack. trying to survey them I wound up with 3 slots locked by cursed items.

looked at the manual, searched for curse, found only a reference to '8 sanctuaries'. had no cheese to uncurse. damn. wound up crafting my first cheese from a venom-sack after almost rage-quitting. spent over an hour looking for and hunting spiders.  did 2 dungeons. 1 uncurse-cheese dropped while fighting during an eclipse.

love. it. have some spare venom sacks now -- hopefully enough to handle cursed newly picked up items.  took over a building in my final t2 town, built chests, sorted my loot. so i now have ~40 new pieces .. and maybe 3 of those will also be cursed. 

fun was had discovering the (very well done) fauna and flora in the new-to-me biomes. great level of detail.

also got a submerged dungeon which was also the first example of the game using another algo to partition the space.

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what was learned?  


not only are nights spent with a home-campfire and a few active defense insanely profitable, having 5 lifesteal and 3 thorns is quite enough to feel perfectly safe at night (again.)  this is with 2 cursed items still.

have yet to camp the vendor again to buy more identify cheese. he restocks a tad to often, doesnt he?

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oh .. and forests regrown in their entirety over night. that was a surprise. perhaps that should take mucho more time?

all is well. ty again!



very cool!

15k for 80 slots!?!? my game is ruined, there's nothing more to 'game' now! how about 150..300k?

(and damn! i was hoping that the fort was a town not a pitstop to load up on water-bottles.  

having gotten to the fort and done a few quests in absolutely no time at all, raising my rep high enough to get the best goods.. makes me think that this too was a bit too easy - and not just because i was kinda prepared!)

exploration (and exiting dungeons) would be much simpler if one could set a previously explored -- but not currently visible tile as a target.

also (not sure), no need to abort moving when non-hostile creatures are in the visible range.

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random campsite #512. "hearing hushed voices as spirits gather outside behind the walls" and flavor variations on the theme of being 'inside' have not once made sense in 57k turns. i'm sure they will eventually :-)

also.. eclipses are not night; the message 'Night - Beware' can not be trusted; got me a few times.

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equipped items do not get a mouseover hint (thus to see stats, one has to unequip them - and scroll to the last item to see details),

and, the mouseover hint of inventory items does not show the qty - making compact inv mode almost mandatory.

also, ll items are clickable, lr items are not.



small rendering issue. love the animal's name.

seeing that they attack without getting attacked when on def, i bot another pigeon but find it impossible (dont have a stable/homestead yet, still looking for that t3 town) to get them both to be on 'def' since stances are disabled for non-combatants, at least 'somewhat'. Shift-O still cycles.

Discovering "Wood Types" made that section scroll. dyna-shring text?

if npc had been talking about t2/t3 towns, i must have completely missed that. almost 62k turns and still looking for a t3 town .. moving NE from thistlecrest now to check out those 2 rumored sites. - doing 20 dmg + 5 thorns, gave up camping at night, made enough money from the soldiers. keeping only legendaries. wondering what powers cheeses will give!

after crafting ... probably related to the code that doesnt stack newly cooked food.

lag:  no issues for 30+k turns, then i entered a dungeon of yet another new type. on exit .. it lagged like hell. exited the app and restarted .. now it runs again. 

sorry to be so vague, but perhaps adding whatever info you might need to recreate a dungeon (like a seed) to the stairs-down hint could help recreate the sit?

sorry to be spamming you 'live' with all this; just figuring i'd share 

the new key-legend (ll main screen) uses up arrows to indicate shift. adding those to the lr, would use up space, but be unambig re 1/2 needing shift as well. (or use !/@ ?)