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Another comment mentioned this but the problem I have with this game is just the lack of information of what ANYTHING does really. I didn't know why there were two nearly identical "clay" resources were until I looked at a storage with the magnifying glass and saw that it said brick storage, I had no idea what bones, bone traps, sculptures, mushroom spores, teno-roots or hearts did or that rain wasn't just a random event until I read the development logs and comments. I STILL have no idea why my guys are exploding, I assume its the "Abominations" but I just can't know for sure because I'm told nothing. You don't even get told when you see a new observation, the first time I opened the Observations button, I had unlocked all but like seven of them because I didn't realize the button was there.

Another example, early on I tried placing wood down, they made a bonfire, "Alright that makes sense" I thought, so I placed more wood down thinking "Wood is surely a building material, it's not just used for fire" and paid the price as I now had three bonfires forming a wall in the middle of the colony and forcing the guys to walk all the way around it, what I learned from this? Each item is going to serve one purpose. Later on, I was struggling to find the last couple observations so I started reading the dev log and that's how I found out seeds have a different effect when placed on land vs on water. That was really frustrating.

I think a book like the other comment suggested would be a really nice way to implement it that just says what items/creatures do/are used for, frame it as a "research journal" since we're supposedly researching the little guys?

This is subjective but you don't need the game to be "mysterious" (Read: inscrutable) to be intriguing, I'm intrigued by the idea an auto-colony sim (that ISN'T ant themed for the thousandth time), I love Worldbox for example, I enjoyed the first half of my playtime here but I only stayed because of sunk cost fallacy and I wanted to finish the last seven entries.

You are right about the current observation system, it's not great. There needs to be a better system for learning/observing/confirming information, I'm not working on it this week, but it is definitely on my mind.

Next update WILL have new cursor item placement icons to hint that there's a combination of item + tile you haven't seen before, which I hope helps a little, as I'd like to add more things like the jellyfish (would suck if you never find them).

I'm also going to be making the golden rod much cheaper, partly as an easier way to 'undo' frustrating item placements.

I appreciate all the feedback, thanks for playing o7

You're welcome and thank you for addressing my problems! I will say that my first comment was partially written from just frustration, I feel I could've worded (or at least formatted) my words better so I apologize if any part of my comment came across as rude or putting down your game, I hope you have fun working on it in the future however it develops.

Oh don't worry at all, you were barely rude. I am quite used to people not playing my games at all, so I will gladly read much ruder paragraphs if people are willing to write them lol. Thanks o7

I've just updated the game with a big rework of the observation system. Your feedback was very helpful, thanks