After reading this I FEEL INCREDIBLY INSPIRED TO CODE THIS INTO THE NEXT ALPHA. It may make it in but I'm really hoping to get a new alpha out next week, potentially next Friday. I have some sleepless mechanics, tree cutting, real time battling, and I think some dialogue that should be making it in. I'm going to push and try to add at least one turn based fight into the alpha to test the system, but it may not make it until the next one. I'm almost finished setting up the core mechanics so I can just focus on the fun things.
also random events are a MUST. Some will be linked to RNG through the year so each year is unique. A lot of my time lately has been on a special event that's linked to the player's level of sleep deprivation.
Foxekai
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:))) I won't spoil it but I think everyone should try that little challenge to see what happens. For fun, I'll try to get some hints to it into the next alpha.
The combat should work well, but it won't be hard to pull back if it isn't well received I'll pull it back and go with just one or the other. Maybe even a slider to disable the turn based battles when you start a new game.
I'd like to put it on mobile sometime after release, but the major factor is how well it does. Spreading the word of A Forest Tail helps a lot, so thank you to everyone sharing the game.
Also, the initial release is planned for steam. I'm partnered and I have the page made, but I'm waiting until I have a little more to show before I list it publicly. Though, it be fine to list it now and let it get wishlisted and followed.
^^agree
the pause menu is referred to as your "Book of Life" that records all your events in this life and adding a memories section to it would be very fun. like have all the slots empty with little hints at what leads to them
"Forgot to knock", "Midnight Snack", "Rainbow Factory"
if you know you know :))
yeah this is my thing as well. I'm in college for software engineering and game design because I'm tired of devs who think because they put a bunch of effort into something that it must be put into the game and must be fun. We're making a game that's fun in aesthetic, unique in dynamics, and comfortable in mechanics. Player input WILL decide most of this game outside of the story. That's going to be 90% Lewd and some input from me.
but mechanics and such? Oh yeah, players know what fun is and devs should listen to them. I could rant all day on this.
Trees take too long to cut down? we tweak it
Leveling is too grindy? we tweak it.
Mines are too hard? I'm actually planning a difficulty scaling in the options for that.
Yeah, I was told a couple of times the font and colour are not exactly doing favours. I'm probably going to make a custom pixel font to match the game's style. Would non pixel font be too jarring? I just don't find pixel fonts very fun to read from a visual stance. I think I'll start the inventory at 10 and give an option to do a quick quest during the "tutorial phase" to get to 20 pretty quickly. Max is looking like 90.
But yeah As for the menu, EVERYONE agrees that the instant menu is better because after the first time seeing the cute animation, it's going to be a nuisance.


