kelvynlee@gmail.com
Haioner
Creator of
Recent community posts
Thank you so much! I'm glad you liked it.
I tried to make the tutorial the first screen in the terminal already open, explaining it clearly to maintain the atmosphere. I think if it were a pop-up, it would have to be in the terminal, appearing with each step. Good thinking, I still have a lot of game design to learn to teach new players.
About Nathan saying he didn’t receive the recipe, when you send the recipe it should show “SYSTEM MESSAGE YOU SUBMITTED A RECIPE”. If that message didn’t appear, then for some reason the AI didn’t call the function to use the recipe, it might be a bug.
(SPOILERS BELOW)
But once you discover the plot it’s no longer necessary to send him the recipe.
The game has two mysteries to uncover: why you are there and what that place actually is.
After collecting all the toys you receive an email explaining why you are there. In the emails you have sent you also discover that there is a hidden password to unlock deleted emails. Once you use the password you will find out in those deleted emails what that place really is, what happened to the previous subject and why Nathan is still alive. It is a narrative driven story and there is only one ending.
Thank you very much!
Yes, I'm having errors receiving the NPC's response because there's a bug where calling response and a function together in Unity doesn't get a response. I made a new build and removed the "play-animation" function so can receive most responses, but when the npc calls a function, its getting an empty response.
Thank you so much!
Yeah, I was thinking of starting with just a few tiles and a stronger intro animation that hints at an upcoming attack. I think that would make things clearer, maybe something like showing a nearby city being attacked at the start just to show how it works, and then the camera pans back to the player's view.
I originally tried to go for something subtle and didn’t think it through much. When you place the first house, it shows "Protect your population," but it doesn’t really explain how to defend them.
Still, I think with basic logic the gameplay is manageable, since there are only a few core elements: you need money to afford food to keep your population fed while also defending them. Maybe a better UI layout would help clarify the resources and how they work.
As for the goal, I think instead of just showing “Turn 1/31”, I could display a timeline at the top of the screen with a victory icon at the end. That would make it more intuitive than just showing the max turn number.

































