I can imagine it.
IridescentRose1337
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As a top 1 % reactions speed holder, this game was so easy Is what I would say if I wasn't slow :P -- the only concern I think is that a game entirely about reaction speed will be statistically skewed towards specifically young people and setups that can remove latency, but otherwise it's a cool game, the art and aesthetic are amazing!
Interesting that there was a crash -- the builder does a pre-scan check to clear every single block in the space he's about to build, so that's why he "didn't do anything" then appeared to randomly start. It's a bit more obvious if you don't place in a field that he's scanning and breaking. He starts from the sky first and then to the ground. One thing I could do is that he skips smartly on blocks in the sky when breaking.
1.) One of the "could not load world/x_y.chk" is a normal message, that's the save/loader having issues. Interesting about the weird chunk errors, I will have to figure that one out because I've not yet encountered that. I've seen visibly that chunks may glitch near (0, 0) but yeah, that's odd.
No problem, I didn't consider it demanding, I just wanted to make sure I addressed every point. I really did want to expand on the simulation, and I have a lot of ideas on how to, but as of right now it would take significant change. One idea was the "saturatedness" of a block, absorbing water from rain or water flow, and that growing crops actually requires irrigation of some sort.
For the inventory stuff, I initially wanted to do the raw count but at least it didn't look good on UI so I made it look nicer, but yeah you're right on that it needs to be more clear.
Hi, first, thank you for playing the game.
1.) Thank you for the performance numbers, the 1080 Ti was not tested at all, so I'm glad it was playable.
2.) The builder is rather slow -- we can increase his break/place rate for clarity of "what" he is doing.
3.) Yes, this stacks them on the queue, thank you for finding a bug here -- it should display the resources of the first structure that needs built, not the last. We will correct this.
4.) The crater exists because a raider spawned and was not defended -- he does damage the player when he explodes at the town spawn.
5.) Mint gives you Boba Tea, which is a good healing item, if you were at max HP it does nothing
6.) Yeah the farmer places "crops" which were intended to be food for your town, and it would be important to protect him such that your town didn't starve. There's a lot of "it could've been better if we had more time" going on in this jam, considering the scale and difficulty (technical and otherwise) of the project as a solo-programmer.
6.) The chunk error is strange, that behavior hasn't really been encountered. Perhaps if you're near (0, 0) there is a known bug which happens due to lacking a "null" entry for chunk entries on the GPU
Regarding the ideas for additions:
1.) Yes, this was a planned feature but time reasons became an issue, thank you for the bug report though earlier, displaying the first in the queue is correct, not the last.
2.) I understand the desire for a minimap or some sort of location, that's a good idea, but I'm not sure that can be implemented under the scope of the jam "bugfix/optimizations"
3.) Tooltips were a planned feature, time reasons once again
4.) Subtitles were also considered, but the tutorial was added in the last 2 hours of the jam.
5.) Yeah, that's a great idea, I think we planned to have some interface with the villager (if not directly, through some sort of worker hut block), but that also just suffers from "time constraint"
6.) The hardest thing is converting atoms to blocks, and stenciled unique blocks like logs and leaves were definitely the hardest to figure out -- we opted for very simple logic there, but you're right on the whole of how it should work.
One issue you have besides bugs is the cohesive aesthetic of the game. The backgrounds are one pixel scale and style, the characters are a different scale and have these detailed eye animations that feel out of place with the rest of the world. Then you have text which is smooth and modern Arial and for some reason is scaled differently between each textbox. Picking one scale with one design aesthetic at least makes the game feel like a single unit.
I see where the vision was, one issue I had was that the keybinds expected certain letters, using a non-standard keyboard layout results in incorrect inputs whereas scancodes will read correct always. Besides that, I saw the idea but it was extremely confusing, and mouse movement feels very unintuitive.
Nice, I really liked the minigames, one note I'd have is that the tutorial text at the top right has low contrast and wasn't immediately obvious. I noticed myself having to remember to look there. Maybe it could be centered or more prominent to improve how quickly the game experience can be picked up.



