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(+1)

I had played the game close to its initial release and just came back to it kind of randomly and was delighted to find it was still receiving updates. Very nice project!

I have now completed all the content (minus winning the jackpot and maxing focus levels, cause idc about that lol). I might do another playthrough rejecting the leatherworker at the start just to see how much of a difference it makes (also read in a comment you haven't had someone beat nix farfields in hard mode, so that might be an achievement to try and grab)

A couple bits of feedback from my playthrough (I restarted my save file when I came back):

-Diamonds are extremely strange in terms of progression, their rarity and pricing makes sense before farfield gets unlocked but after that they remain a strange roadblock. I forget if it was for an extra light or extra power upgrade but getting the 15 diamonds for it was such a hassle that by the time I got that particular upgrade I had enough "rarer" resources from farfields to immediately unlock the next 3 or 4 steps of progression along that upgrade line.

-Cobalt and vermillion both seem extremely abundant for how much of them you need, with copper/iron/gold/titanium I think there's a very good balance of initial scarcity, following abundance, and scarcity again once you start running low on quartz and realize they can still have some use through selling. Cobalt and vermillion suffer pretty greatly from not being sellable. Getting your first few pieces is very difficult and rewarding without farfield upgrades in general but once you get a single farfield tool you can quickly get much more than you need and it's sad to consistently ignore these initially precious metals while titanium still has some decent value.

-It would be nice if more tools had niches to fill. It's interesting that the diamond pick still has some use in the very end game, and it would be nice if other older tools still had some incentive to be present later on. Maybe even just some awkward quests for special resources needed for endgame progression or just achievements for using inappropriate tools would be nice. 

-I wish power progression was a bit more spread out, currently the spike from 5(6?) to 10 just feels too extreme and while you don't actually get it all at once you spend such a comparatively long time stuck at the max level pre-farfields so once you slightly get going there you get whiplash rocketing forward. Even though the final upgrade wasn't trivial to get it also wasn't that painfully necessary to survive as the previous ones.

Overall I love this game and really appreciate the work you've put into it. My wall of feedback comes purely from a place of love <3

(+1)

Welcome back! Thanks again for playing and for the kind words! I try to keep updating regularly to polish the game and fix any bugs. At this point though, the game feels stable and bug-free, so I've been focusing more on QoL improvements and localization.

I agree that diamonds are one of the more difficult resources to balance progression-wise. I've done several playthroughs myself, and it often comes down to rng. In some runs I get lucky with slots/treasure chests or diamond spawns, and they end up feeling almost trivial. In other runs, I've had the exact same experience you described, where diamonds become a major bottleneck and I spend a long time actively hunting for them. I'm still looking for a good solution to reduce that rng dependence, possibly some kind of exchange system. I've considered lowering diamond costs before, but I don't think that's the right approach since players with good rng would end up finding diamonds even less meaningful.

As for Cobalt and Vermilion, part of the reason they become so common is Griddle. Their spawn rates in Farfields are mainly designed around Griddle's survivability. I also try not to add too many pre-Farfields ores to Farfields, which leaves me with only two metal types to work with. But I do agree they lose a lot of their value once you've progressed a bit. I'll be adding the ability to sell Cobalt and Vermilion to Bits & Bobs in a future update, and I'm also considering introducing a third metal ore to Farfields to help balance resource distribution.

Regarding older tools, I think it's quite common for early-game gear to be phased out as stronger options become available, but I like the idea of giving them more niche uses. Special achievements tied to older tools could be fun.

For power progression after unlocking Farfields, there were two approaches I considered. The first was to continue progression at a similar pace, where training Power 7 would take as long as (or even longer than) reaching the pre-Farfields cap. The second was to treat Farfields as a new chapter, where players basically go through an early-game progression curve again, with faster initial upgrades before things become more demanding later on. I went with the second approach because I felt players would be more excited to start exploring the early Farfields layers and mechanics sooner rather than later.

Thanks so much for taking the time to write such detailed feedback. I'm always grateful when players dig into the game this deeply ;), and comments like yours are incredibly valuable for helping me improve it.

P.S. Rejecting the Tanning Rack (Hardmode) is intended more as a challenge run than a fully balanced progression path. There isn't any progression balancing built around it, so it's extremely difficult. As far as I know, nobody has beaten Hardmode Farfields with Nix yet, and I'm honestly not sure it's even possible in the current version.