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AshInk

1
Posts
A member registered Jun 07, 2020

Recent community posts

Got this game through the bundle and the style is so cute, the backgrounds are very nice and thank you so much for the inclusion of masculine/feminine/androgynous for character selections. I have a number of the same points as other people (kinda repetitive, treats functions is not made apparent, clicker is really rough on my wrist, etc) but instead of flooding you with that feedback I have a few suggestions.

First: The premise of farming monsters is cute, but the monsters don't seem to produce anything substantial? Like you farm a creature typically to get a product out of it. There's the monster show, but that only appears to be a trivia quiz game for the player avatar so I don't get the sense of like "Oh my little Tanuki showed off its transformation magic at the show and everyone was delighted!" or "My harpy's down feathers are so soft, we managed to sell some home-made pillows at the show!" It just feels like I'm grinding out and remembering questions to earn money to raise adorable monsters that don't really do anything once they're done evolving. I saw "monster show" and thought "oh, it's going to be like going to a fair/farmers market, and this'll be where my monster competes for prizes or where I sell feathers/wool/etc" but it's just trivia.  It kinda leaves me wondering what is even the point of farming these guys in the first place because the in-game mechanics just... don't seem to support my taking care of these lil cuties. Even if it's only a dialogue change at the end of the show it'd be nice for the monsters to actually be mentioned.

Mechanically, Maybe make it so that monsters produce something when they're full grown whenever you complete the "Tend" action, even if it's something nebulous/vague like some sort of magical resource that the Heroes use.  And then, when you go to the Monster Show you come back with funds based on how much resource your farm has produced, perhaps in addition to the trivia or maybe completely separated, and a message that mentions one of your monsters.  

Or if you want it to be more like a "show" maybe have the option to bring a single one of your monsters with you, and compete for prizes. The happier and better developed the monster, the better. Maybe even a little boost from having the brush and treats.


Second: it is really easy to lose track of the passage of time within the game and time doesn't seem to have a meaning. It doesn't seem to matter what time of day it is when I tend to who or when I go to the Monster Show, it's all the same. Everything just kind of runs together, and so it gets tedious. As a suggestion, Instead of having the game flow be >morning > afternoon >  night > morning with nothing to break it up, maybe have morning> midday> evening, which you spend in the farm menu and then a Night phase that changes the perspective to the inside of the house, and potentially a random event could occur.

Maybe a neighbor comes over to give you some extra cookies he baked (and some maybe some game hints/encouragement!), or one of your monsters gets really spooked by something and demands to stay in the house for the night, or maybe your farm gets attacked and you get dialogue of your monsters fighting it off, and in the morning one of your monsters is "upset" (because it's injured) and you have to Tend it. It'd be a good opportunity for some short dialogue with some small effects on the game that could break up the day to day, but also wouldn't mess up the harmless, gentle air the game is going for.

You might also consider adding a "down" day. Once every few days the avatar just goes "today is my day off!" and maybe give us a few different simple options with dialogue encounters like exploring the wilderness around the farm and finding some things that'd make good "treats" for your monsters. Maybe you find a wild monster that is gentle/docile enough that you can gently coax it into an open slot on your farm.


Overall this game feels like it has a lot of potential and I'm glad I opened it up.