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I think if you played it for 15 minutes you've seen everything c:

It doesn't have much content for now.

And thank you for the proposals! They are really good. Some of them I already thought about or even tried (unsuccessfully) to implement. Some of them I have in close perspective plans. For example I plan to make workbenches with istruments upgrade that will be required to go to the next skill tier. I even already have animation for chopping with axe, so axes will totally be in the game c:

As for getting more info it's global problem of the game as I see it right now. I really hope to find a way to add more numeric information about hit power, stamina consumption, objects health points and so on. I had several approaches for this, but for now I ended up with this minimalistic UI where the biggest thing is skills info that yet stills lacks info. I think I'll have few more attempts to manage it in future.

And actually I already tried to do something with day and night cycle. I even used godot lighting for it. But unfortunately this really spoils the consistency of visuals as additional effects broke the color palette. I think I need to utilize shaders for this problems to replace colors during rendering, but I think I'll try to tacke this whole problem much later. Game still lacks base features and gameplay and I hope I could fix this. At least at some scale c:

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oof yeah. UI is always really difficult. I like the approach you got on it though -- kinda reminds me of stardew haha

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Just had a thought for the UI for stamina, maybe you can have little tick marks to know how much hits you can do with the axe. Then when you upgrade the axe, you can increase the tick count.

Wow, that's really clever approach. I didin't think of it. Thank you for the idea!

It will be a little tricky because it will depend on:

  • variable stamina bar size
  • variable max stamina value
  • type of reosurce character is currently hitting (chopping and mining have independing levels)
  • tier of current skill (stamina spending increases from tier to tier with damage)

However it would help player a lot with information, so I think it worth trying to implement. I added it to my trello. Thanks again!

Deleted 127 days ago

Month later I finally tried to implement this UI. And unfortunately my approach to pixel density limited me once more. In the game pixel size is actiually precise, not just sprite resize, so 18 pixels stamina panel is actully 18 pixels. So the ui looks wacky because of the random position floating. I guess I'll have to try another approach for more clear stamina ui