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cathalgarvey

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A member registered Dec 07, 2016

Recent community posts

I enjoyed this little story and the art was perfectly suited to the vibe and the themes. The story considers four characters besides the protagonist, and there are four growable plants that are thematically associated with those characters and are unlocked as the characters are developed. The story parts of the game are advanced through 1:1 dialogues between the protagonist and these characters, and you learn about those characters' needs and personalities as they develop. Only two of these are customers - the other two are family.

Based on the humanity of the characters and the way the author didn't shy from presenting flawed characters as being likeable, I'm looking forward to trying more of their games. Particularly the ones with more branching stories or more complex gameplay. The gameplay elements here felt unfinished: I assumed that you had to grow plants in order to satisfy customer requirements in order to draw income, but that's not what happens. Instead, you just build up stocks of plants forever, and customers just arrive and give you money when you click on them. There's no connection between the two except that customers fund your plant-growing operation.

This doesn't mean you can entirely ignore plants and customers, which is a little unfortunate as the clicky bits of the game end up being a bit tiresome because of the lack of strategy. You still need to grow a certain number of each plant to unlock the four epilogues at the end. It was worth it because the story was very nice, but it would have been nicer still if the gameplay was more engaging along the way. For example, it would be nice if different customers bought different flowers if available, encouraging you to invest in the more time-consuming but more expensive plants while maintaining stocks of the fast-growing ones that sell faster. Or, if flowers were 'spent' to complete story events such as supplying your named customers' needs.

TBH my first reaction when I heard that this supremely solarpunk game was only available through Netflix was also incredulity. :P

Really great to hear, and thank you! I did check the devolverdigital page before posting and didn't see Linux yet, but I'll wishlist it and get it ASAP. :)

Looks like the game has hit Gog but not Itch, and the version on Gog has no Linux option.. Hopefully it's just a matter of patience. Have watchlisted it but I'd rather buy a Linux version on Itch. :)

Update: it seems the process is different to the guides and videos I've seen. To get the trailer to attach, I have to get out of the buggy and then right click on the trailer. It appears to connect and disconnect successfully under these conditions.


From a UI point of view this is a bit confusing, because with the Dozer I right click to access storage, and left click to activate the vehicle. It feels to me like activating a trailer is hitching it to the buggy, so maybe the keybindings should be reversed?

I'm using v0.55 on Linux. I made a buggy which works fine, but when I made a trailer I can't get it to connect to the buggy.

When I back the buggy up to the trailer and then click the trailer, the terminal window where I ran the game logs the following:

setClicked
reset click

No in-game indication is given that a click was even registered. The trailer does not attach.

Aside from this hiccup, I'm thoroughly enjoying Mewnbase, thanks for such a great game! :)

Fantastic news, can't wait to get it (on Itch!) :)

I love the prototype, it would be sad not to try the finished game also: when might it become available on Itch, too?


I was reminded of Terra Nil after the feature in the Guardian, well done :)

Hi folks, just bumping this one to ask the same question about a lossless package. :)