wow, this was awful. good job, this is exactly what content farms feel like lmao. it was actually pretty enjoyable and very funny but I hope to never hear another text to speech voice again
bottled_acid
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Glad my feedback was helpful! I'd be happy to offer you some further thoughts as well!
In its current state, the game could really go in a lot of different directions depending on the kind of vibe you're going for and different players will have different preferences when it comes to those different styles. I'd say it's probably a good idea to nail down the specific vibe you want to go for so future implementations are more motivated and less haphazard and disoriented. Personally, I prefer a more hands on incremental game, sort of something closer to an rpg style incremental (which is what made me curious to check this out to begin with), but some people prefer to buy a bunch of upgrades for things and let the game automate itself, which lends itself to a more idle approach.
For suggestions/ideas, I think if you want to go for the more rpg style route, having the materials atually mean something beyond a currency for upgrades would go a long way to achieving that kind of vibe. Like, there's currently no reason for timber to be timber, or ore to be ore aside from saying "this is the currency you use to upgrade this skill". There's no reason why that can't work if that's what you're going for, but I think if you wanted it to feel more intentional, then having a use for those materials that actually correlates to what they are would go a long way in doing that (eg. using the ore to make gear or something). This could also be used for integrating the skills together like I mentioned in my previous comment, like using the timber to upgrade supports in the mines to avoid collapses or something.
Are the boss mechanics you're referring the guardian fights? (I'm not entirely sure, because there's nothing in the game labelled as being a boss and the guardian fights don't have any kind of difficulty curve that you generally get with boss fights) If that's what you mean then I'd say the direction you take that mechanic highly depends on the direction you take the rest of the game. If you introduce more skills, then you could definitely continue to have those fights be used to unlock the other skills (probably give them more levels though, and have the final level for each skill be the boss fight that unlocks it or something), but in its current form, having that be their only purpose makes them feel a bit redundant because there are so few skills to unlock, and unless I'm mistaken, defeating the fishing "boss" didn't really have any reward for doing so because there were no more skills to unlock.
Overall, I think a lot of the things you could do with this depend on whether you want this to be an incremental with minigames that's reskinned to look like an rpg (which is what I'd currently describe the game as, and you can lean into that more if that's what you're going for), or if you want to make an incremental rpg that actually has rpg elements to the gameplay itself beyond just the names of the items and stuff. Both are perfectly valid paths to take, it just depends on which one you're more interested in making. My suggestions were mostly based on the idea of going down the latter path because the vibe of the game lends itself well to that, but you can also keep the rpg elements purely aesthetic and focus on improving the incremental elements instead if that's what you want to do.
Sorry if this was a bit long-winded or repetitive, hopefully it gives you some food for thought though. And good luck with the game!
Pretty enjoyable game, I really like it! here's my feedback for you:
1. hard to say which skill I enjoyed most, Stillmere was the most engaging, but Emberwood felt the most rewarding
2. Stillmere probably became the most repetitive for me first, but I think that's less to do with the gameplay itself, and more to do with the pacing. Speaking of...
3. I think the pacing honestly was way too fast for everything except Stillmere, which was the one skill lagging behind everything else for me. I'd unlocked most of the game before I'd really got a proper handle on what it was about, and at the end I didn't really bother finishing to level up Stillmere because it was getting kind of repetitive.
4. Most of the mechanics seemed pretty well integrated and self explanatory, I didn't need to read the instructions at any point to understand what to do.
5. With some improved pacing and a few more elements to it, I can definitely see myself playing a full game of this! It seems pretty well polished and has a lot of interesting elements to it.
Additional feedback that doesn't fit into the rest of the questions:
I really like the concept of the gear, but currently it feels a little half-baked. I honestly wasn't really paying attention to it for most of the game, and the constant pop ups at the bottom of the screen did start to get kind of annoying, especially for the gear I'd outclassed, so having an option for being able to turn that off would be nice. I think if there was some way for it to be integrated where using it felt more like an intentional choice than just an afterthought that it could work really well though.
This might just be a continuation of the pacing problem, but I feel like I breezed though the guardian fights far too quickly for me to even notice I was unlocking stuff until I went back to it after the fact. I actually really enjoyed the gameplay of those parts, but didn't really get to appreciate that because they didn't last very long.
The main difference between the pacing of Emberwood and Stonehollow vs Stillmere that I noticed was that for the first two, the levels were the bottleneck for the next unlock, whereas for Stillmere the bottleneck was gathering the materials, which led to it being a bit lopsided where I would have tons of materials for the first two but lower levels and really high levels for the other one but basically no materials. Just thought I would mention that if you wanted more specific pacing related feedback.
I think this game has a ton of potential! I'd love to see more mechanics introduced in future and a bit more depth to the gameplay (I think it would be fun if the different skills were a bit more integrated with each other than being wholly separate, but that's just one direction you could take it in to add a bit of depth). I look forward to seeing what you do with it and I hope my feedback was at least somewhat helpful lol
This was super fun and very easy to get lost in! I almost finished it, but for some reason I can't find the last 2 documents, even with the "undiscovered hints" turned on, it doesn't show anything, which is a bit of a shame. I'm not sure if this is an issue with the game or user error, but I thought it worth bringing up in case it was some kind of bug.
This game is so lovely. I love the art and the music, and the little mini games help keep the game from feeling stale like is so common with some incremental games. My only issue is I couldn't get very far because I couldn't figure out how to collect data. I'm probably just missing something obvious, but I scoured the whole map and just couldn't figure it out unfortunately. Still, a really nice and enjoyable game from what I did experience.
great game! very fun and addictive. took me a little bit to figure out I had to right click the object while holding it to place it, but once I figured that out it was very fun trying to experiment with and see what all of the different things did.
I'd appreciate some kind of grid or snapping system to be able to connect pieces together more easily, just as like a quality of life thing. Conveyor belts got a little buggy at times, sometimes things that were meant to be going along the conveyor belt would glitch out of them, but aside from those couple of things, I think it was great! I could easily spend several more hours trying to perfect my automation design
