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MewnBase

Space-cat crafting/survival game with base building. · By Cairn4

What would we like to add to the game?

A topic by UraKALDER created Jan 03, 2019 Views: 1,706 Replies: 26
Viewing posts 1 to 20 of 27 · Next page · Last page
(2 edits) (+1)

Hello,
Cairn4! I want to offer a couple of ideas to your game. You can add, for example:
gym, where you can upgrade your skills.
Force - gives more speed of extraction of resources. Endurance run faster. It would also be a good way to add a rig.
Sorry for the error (if any). I am just Russian
Cairn4, I gave you an idea. You have the right not to implement it.
And something else! I like this game very much. I think you are doing it perfectly! Please do not stop making this game!

You can also add improvements for buildings or Autocraft (for example, there is an object in the workbench that is crafted using the gear wheel and when you click on this object (if the player has materials) the game is crafting first a gear wheel and then an object)


Building improvements will be as follows:

an object1 level2 level3 level
atomic reactor5 energy per second25 energy per second50 energy per second
Solar panel15 energy per second
20 energy per second30 energy per second

and so on

Create sand whirls that bring all the objects in the sand, to dig them up you will need either a shovel or a new Transport-Excavator

Thanks for attention

(+2)(-1)

multiplayer, and mobs to fight AND farm, likes space cows and stuff, but also space monsters, to make the hp thing a little more relevant

A working launcher for Windows 10!

(+1)

Full controller support would be really nice, this is definitely a laid back game and even though there's a virtual joystick I don't understand why I can't use an actual one.  Another thing might be ruins to discover, and reasons to venture far from your base.  Also multiplayer would be great I really wish I could build bases with my friends.

(+4)

- Reasons to use walls, floors and lights.

- Reasons to use the axe (why bother ?)

(+2)

I just wanna a multiplayer mode and some enemies or mobs

(+3)

It would be interesting to add other animals to the base, which automate basic tasks but have special needs(and cute expressions for meeting them).
Example: Mr. Fluffles is an orange cat who specializes in cooking! He'll periodically turn your food raw materials into processed stuff, in exchange for eating some of them and draining your oxygen. If you give him luxury goods like a happy ball of yarn, he'll work better.
Animals are "bought" from a crafting bench you make that allows you to hire(bribe) them with goods.

(+2)

I'm hoping this could be a simple thing to implement, while adding a lot to replayability:

The ability to change environment parameters when starting new game in Normal mode, similar to how currently it's possible to choose night cycle:

  • less plants, more plants,
  • less rocks, more rocks,
  • no rain (water only from ice!), sporadic rain, heavy rains,
  • no dust storms, rare dust storms, dust storms very often,
  • ragged biomes, more contiguous biomes,
  • the length of the mission.

This way I'd be able to start a game in a lush garden paradise full of raw materials (close to Creative Mode, but still keeping the game part with depleting resources), a hostile hellhole, or something in between.

My guess is that this might be just adding a few values to probabilities used internally and a few new dials in the New Game dialog - no complicated interactions, no new graphics, no stuff that requires a lot of work.

(+1)

New game mode, Career: the same kitty goes on (for example) 3 missions on different moons, keeping the tech tree progress between them:

  1.  Short mission (14-20 days) on a planet with lots of plants, long days and a lot of rain, but almost no scrap metal and very little ore. LIMITED ARTIFACTS! Only 4-5, and after discovering them no new ones appear - so the tech tree will  be very basic.
  2. Medium difficulty - similar to current game. Only difference is limited artifacts, again (4-7?) - so that it's not yet possible to research everything.
  3. A dry, dusty planet with long nights, tons of rocks and metal. Longer mission, in the 30-60 days range. Now the artifacts appear in normal quantities, just like in Normal game.

Could be that leaving the moon is mandatory (needs to be done before the end of the day) in missions 1 & 2, or not - there will be no tech progress anyway.

(+4)

Researching different artifacts could bring small permanent bonuses: food bowl gives an increase to food nutritional value, laser pointer makes suit hold more charge, fish bowl more air (;)), toy mouse or cat tree increase movement speed. Possibly only when researched for the first time - duplicates do nothing. Might need to rebalance and lower base kitty stats a bit to avoid making cats TOO AWESOME.

More vehicle types:

  • Dirtbike: fast, turns easily, no trailer attachment, low HP,
  • Bulldozer: crushes trees and rocks to raw materials, a ton of HP, very slow. Mostly for clearing area out for a new base.
  • Glider: no HP value, flies over obstacles. Might have a solar recharging station?

Mining: drills, wells (VERY slowly filled with water, shows [!] to pull out a bucket + an upgrade which automatically puts water into base supply), geothermal heat pumps, cave systems...

A crazy sci-fi branch of tech tree:

  • Teleporter base module,
  • Food replicator: takes chemistry, makes Earl Gray slop,
  • Ray gun: blasts rocks and trees instantly, requires ATOMIC FUEL every dozen of shots or so,
  • Base AI module: doesn't do much, just quips,
  • Anti-gravity generator: for building no-wheel-barrows (like trailer, but follow behind the player).

In short: cool stuff, not always practical.

Trains! As in, an entire rail yard. Narrow gauge for mid-game, with locomotive built on bio-fuel generator (eats greens to run). Say, a sheet of metal and a piece of wood could make 3 pieces of straight tracks, 2 curved ones, or one specialty (switch). Maybe also mine carts and handcars (require pushing keys to run)?
With more advanced tech: monorail or mag-lev. Tracks made with metal bars and stone (hopefully not electronics, as these are very expensive). Locomotive requires 2-4 RTGs to be built, but no fuel afterwards. Building rails would be a nice late game money sink :)

Some use for tree seeds ;)

(2 edits) (+5)

Challenges: every 3-5 days the Kitty High Command of the Feline Expeditionary Force would send you a challenge du jour, like:

  • gather 10 plants,
  • build 3 water collectors,
  • build 5 shovels,
  • drill 20 rocks,
  • drink 7 bottles of water,
  • research 3 artifacts,
  • stay above 90% fed all day,
  • travel at least X distance,
  • travel to a point on the map,
  • reveal at least X new area on the map,
  • don't use any tools all day (no shovel/drill/axe),
  • DON'T travel too far away from current location,
  • ...

All numeric values would slowly increase over the course of the game, building up difficulty. If the challenge is met on that day (limited time only!), there is a reward - player can choose one of, say, 3, randomized possibilities:

  • supply drop: a crate with some raw materials (waters, metal bars, seeds, air, ...),
  • base module drop (e.g. floodlight or water collector early in the game, garage or big battery later),
  • decorative items for base - added to a bare habitat module, with graphics based on / reused from artifacts (so cat-themed),
  • weather forecast,
  • satellite survey (opens map and reveals some undiscovered area, highlighting artifacts and stuff),
  • cool suit upgrades:
    • all-around night light,
    • infrared night vision filter (high contrast green),
    • vehicle locator (adds a special symbol to the navigation overlay circle),
    • bring-the-vehicle-to-me autopilot,
    • jump module (jump over rocks),
    • sprint assist (for limited time, uses up energy),
    • more suit colors/patterns/textures,
    • assorted cosmetic items for spacesuit (image on belly, special helmet shapes, different tracks in the dirt, hats, YES, I SAID HATS, EVERY GAME HAS HATS NOWADAYS, THERE'S NO SHAME IN IT),
  • doorbell sounds for airlock (instead of default hiss),
  • bling for vehicle (think fuzzy dice and go-faster stripes),
  • ...
(+3)

Difficulty settings or a progression of difficulty? This game is great but the missions are all about the same length and it becomes same-y pretty quick

(+1)(-1)

What I would like most is having an easier time getting all the possible artifacts. As far as I can tell,  when you research artifacts, the result you get from your research is entirely random. This means that as you collect more artifacts, the likelihood of getting something you haven't already discovered becomes smaller and smaller as you get more of them; when you're trying to collect all 18, progress becomes maddeningly slow, and I get the feeling that I could keep finding and researching artifacts forever without getting them all. Is there a way to make it easier to collect all possible artifacts?

(+2)

I think that some story of sorts would be a good idea, as there is a lot of potential to put one in the game, it probably should not be very heavy, but some story element would be nice.

Also some aggressive mobs and some way of having them so that they do not destroy your first base or are a problem in the early game, like having cave systems which are needed for game advancement, but have some sort of hostile enemy that the player can fight or avoid.

(+1)

Addition to the Helper Animals post: They should arrive in packages suitable to who they are. Cats arrive in cardboard boxes, for example. Some cats will remain in the box even after you give them their preferred luxury item, because it's cozy!
There should be "pointless" items that are amusing to interact with. A scratching post. A work of "fine art". A ball pit for your cat to romp around in while idle.

(+1)

More varied, less uniform map - distinct terrain features. Currently there is very little difference if I build my base on brown soil, or on rocks, or anywhere. Mostly it's about root veggies spawning nearby (and I quickly start growing food indoors, so it loses significance). It would be more interesting if I had a choice: be close to rock quarry, or space orange tree grove, or grassland, or magical fairy blueshroom forest...

And that's just with the resources & tile types (=> art assets etc.) already in the game. Eventually, it would be cool to have:

  • large-scale terrain features: dinosaur bones, crashed spaceship, waterfall, volcano, bottomless pit, ruins, craters, streams, ...
  • lava (see also: volcano),
  • water (related to streams and waterfalls) - maybe not too often (not even on every planet?), but it would be cool to have equipment pumping surface water, aqueducts and the like,
  • irontrees: spiky! you can extract metal from them, but don't get too close, or they will puncture your spacesuit. The suit is self-healing, so the leak will not cause you to lose all O2, but there will be a significant hit - usually enough to run back to base,
  • moss and other types of vegetation,
  • ...

Ideally, the choice between uniform environment and large, pronounced biomes should be an option when starting the game (like day-night cycle). And it would be cool if I could get a quick preview of the map (partial, fuzzy and incomplete - not to spoil the fun of exploration) to decide where to plop down the lander for the first time.

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