Hmm, I'm not sure what's wrong then. If you open a command prompt (shift+right click in the Aground folder, then click open command window here) and type "Aground.exe" and hit enter, does it show any errors before crashing (like ModHandler.hx:95: Enable Mod: Core)? Does it show any more info about the error before you click troubleshoot?
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Hmm, that's strange, it doesn't do that on windows 7 for me. Maybe try updating your graphics card driver, really old drivers will cause the game to crash, and it is probably incorrect that the program is incompatible (the troubleshooter probably made a mistake).
We'll be adding co-op multiplayer as a stretch goal for the game to our kickstarter soon. I definitely think multiplayer would add a lot to the game, but it'd be a lot of work to add, which is why it will be a stretch goal and not the main goal.
That's exactly our plan - get the next islands done and expand the content and put it on Steam Early Access!
As for idling resources, some people really enjoy being able to do that, and by the time you have all the buildings, the value of the resources you can idle (other than perhaps dragonblood) is not that high - you'll need different resources for a lot of the higher tech and magic stuff on the second islands.
I made an example mod which you can download and edit here: https://cdn.discordapp.com/attachments/373987568779395072/400002960366764033/cry... . Simply create a new folder called mods in the data folder, and extract that zip file there (so that "data/mods/crystal_sword/mod.xml" exists). Then start the game or hit Ctrl+Shift+M to reload mods live (just don't reload mods during events, as it will cancel events). Any folder in the mods folder that has a mod.xml will be loaded automatically for now, I'll have mod management in game later.
You can also look at the data/core folder, as that is actually structured exactly like a mod.
And feel free to drop by #modding in our discord, as there's lots of discussions about modding going on there!
The baby dragon is just following me as I mine into the mountain (I'm mining fast because I have a dev-cheat pickaxe). The baby dragon doesn't help you mine, the young and adult dragon's breath attack will break dirt and stone tiles, but they will only target enemies (and given how much food their attack takes, it'd be a waste to have them mine).
As for big dragons following you, this is because of their size. If you mine out a large shaft (or have mined out the whole island), they will follow you underground, but they can't fit into little tunnels. You can also teleport them by unequipping and re-equipping them if you have entered a large open space underground. They won't appear when you do this if the space is too small (and the adult dragons need a LOT of space).
We definitely are going to add more hut scenes and exploration. For fishing, we'll have an NPC explain it eventually, but for now I can explain it:
Hit C with the fishing rod equipped or Z next to water to auto-use the fishing rod. It will start fishing.
When it says there is something on the line hit C (or whatever button is shown next to the tooltip if you've changed controls).
This may catch a rusty axe, or it may say wait for it. If it says wait for it, then wait until it says Pull Now and hit C again. You keep doing this until it catches something (the more times this takes, the better the fish). If you hit C at the wrong time, the fish will get away.
We'll get there, it'll just take time. The next update will have the pet system, which will be cool, and the two major updates after that will add actual content (bosses, enemies, new areas and islands).
Saving in the browser version requires cookies. It should save fine in the itch.io version. I am constantly updating the game, but the sites I manage the game on should all be up to date. 1.0.6 is the current version (check the title page).
For the dragon blood quest, slay one of the wyrms (the creatures that burrow underground). It will require a steel sword, a bow, or some critical hits from behind and red berries.
Not really, but it wont be needed once we add more content to the game (and one plan is procedurally generated caves/dungeons that you can visit, mine and leave as many times as you want).
We plan to release a few updates to the starting island first, improving based on suggestions - which will take a week or two. We've only had some design and mockup work for the second island, but we hope to release it next month!
We're planning on extending the game with more islands/content/length. You can think of this game as a work in progress (or endless early access title).
For pick axes, 1 stamina per hit is actually very good. The stone pick axe takes 3 stamina per hit if you hover over it, so by not using the steel pickaxe, you're hurting yourself.
I'm glad you enjoyed the game though! There will definitely be many improvements/new islands/features/content and even secret dungeons buried underground like you were hoping for!
Be careful of going overweight (there will be a notification when you are overweight, and the yellow weight bar next to the inventory icon will flash orange). While you can carry as much stuff as you want, if you're overweight, you get a stamina penalty which if you're heavily overweight will kill you quickly. Drop ores if you're holding too many, and make sure to make return trips to the storehouse to drop off ore and rest in the hut to restore stamina. Bringing food along to restore stamina also helps and can lengthen your trips.
I figured it out after testing on a few computers. The problem with the shader was this line: "precision mediump float;" This is required for WebGL (and the browser version), and most PC shader compilers ignore it so I thought it was safe to leave it there. However, a few compilers crash when they see it, so I simply removed it from the non-webgl version.
Thanks for the bug report! Try downloading the game again and let me know if it works.
Aground was designed around the theme of Progression (not for a game jam, I like to focus on one core theme for every game I make). While I obviously took inspiration from many crafting and mining games, a lot of inspiration actually came from A Dark Room - where you start out with simple tasks and the game slowly expands and features unlock as you progress.
The download includes the first island of several planned, and we have many ideas of where to progress the game from this point. However, we're also looking for feedback, and if you have ideas or suggestions for the game, I'd love to know!
Itch.io Page: https://fancyfishgames.itch.io/aground
More gifs on the Aground Itch.io page.