I am sad to report that resource management mechanics have been removed entirely for an approach that more focuses on gameplay strengths. This means that you should make some time to try out the new changes! >:)
JamSnack
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I started working on A Good Day to Pie in 2019, so maybe this dev log topic thread is a little late! Lol. That being said, I went on a 5 year hiatus and only recently picked up the project again 4 months ago... which leads me to today. As of this moment, I have completed the game's demo in preparation for making a final push to Steam. I wrote a dev log about that here: https://jamsnack.itch.io/a-good-day-to-pie/devlog/1420514/the-path-to-completion.... The game still has a good bit of work for me to complete before the final version is ready for Steam - so, until then, expect me to keep this thread opened!
I am looking to complete some play testing, add some content to the Freezing Farlands and Haunted Hallowlands, and I still need to finish / flesh out the final battle against the Gremlin King and his Royal Army. Lots to do!
Hi! Thank you so much for leaving some feedback for me! I have been working very hard on version 0.3.0 and I am happy to say that most of your issues have already been addressed. It has actually been so long since I last played this version that I don't remember what the differences between it and 0.3.0 are, but I feel like I am taking the game in a much more interesting direction and I am excited to share that soon. There have been a LOT of changes.
Glad to hear you enjoyed!
Honestly though once you get to the point where you're just spamming item descriptions into your game then you've finally made it to that part of game development where you can focus on adding content - and that's great. I was once really bored of adding random items to my game, it felt like a total chore, but once I started thinking about how easy I had made it to add items then I realized that I could start experimenting with greater game design principles and exploring the design of my project a lot more deeply.
I think that the current Juice Galaxy's proc gen open world and emphasis on exploration may lend itself nicely to some rudimentary sandbox/basebuilding mechanics. It would be really cool to carve out a piece of it to call home. Maybe I could even make a storage room to display all the wacky shit I find, or a garage for the juice car.
Some really simple mechanics may have a huge impact on gameplay variety. Imagine if you had to complete a side-quest to rent a house (or even one of the new structures) and then you get to do whatever you want with that plot of land. What are your thoughts about that?
I think this is a really solid game. The controls feel great, the music is good, the art is good. I just wish the game was larger, I can barely see what's going on! This isn't a problem with the download version, but I don't like downloads lol. The only issue with the download is that the exit button didn't exit the game, it just made the game unresponsive













