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(+1)

If you want a little bit of feedback on the ideas of a future updates here ya go:

0.1 Smithing Update: This is needed as it feels like it is a core gameplay element that is just not there. I would suggest also making an optimization to the items so the game doesn't start lagging with 10+ items on the floor. (Although I have no clue how tough that might be)

0.2 Fighting Update: I'm very tentative about this update. This is because I believe that it is going to be hard to pull off well. If you can keep the lonely ascetic while have other creatures I think that it may just work.

0.3 Exploration Update: I can see the potential here. I think maybe having some kind of cave/s. Maybe stick with that biome idea? It doesn't need to be anything fancy. It can just be some slight coloring variations with some drop rate variations.

0.4 Story Update: Obviously you aren't thinking much about this update currently which I agree with. Although you will want to decide if you want to build some vague lore, have a story line, or both. In my opinion a linear story wouldn't of much to the game as it stands unless you can find some cool way to implement it.

Final Thoughts: Remember to not forget about your core gameplay loop. Also one more suggestion that I have is to the connect these updates together. (Like linking 0.2 to 0.3 & 0.3 to 0.4) Ex. Bat's (0.2) which can be found in deeper caves (0.3) where you'll also find so story. (0.4)

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Thanks for the feedback. Very useful!

As part of the 0.1 update, I will fix the item issue alongside many other Quality of Life improvements. To address your concerns, the roadmap of features will definitely change after the Smithing Update has landed.

In order to deliver a great crafting experience, I need to introduce some new concepts to make learning "patterns" approachable and immersive. Crafting will be very different from other games where the player "just needs to have the materials". Instead, crafting will be based on knowledge and SKILL. However, to learn patterns, you need to find/discover them within the world. All of that requires a procedurally generated world. All of that I am currently building and will show in more detail in my next devlog.

In the meantime, make sure you read up on the future of cave and join my Discord to get daily updates on the development of the game! 

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With shaped crafting I always give this suggestion: Make it so that the player can make a recipe even if their character in game hasn't learned it. If you know a basic recipe exists and you can't make it because your character just "doesn't know it" your immersion will probably be broken. And I will be checking out "on the future of cave" right now. I will post a separate comment with feedback soon! I also can't use discord, because it makes my computer funky. I don't know why. :(