That was fast-paced! Great looks, and it was fun trying to navigate the twisty passageways. Keep up the good work!
Joshua Galecki
Creator of
Recent community posts
Hi Krankenheim. Thanks for the support, and especially for the feedback! I appreciate that it takes extra time to write your thoughts down.
First, have you been finding the "plant-o-vision" useful? This is a mode accessed by pressing "F" or "/" on the keyboard or the west button (X / Square) on a gamepad. When this is active, time is paused, and you can cycle through different seeds in your hotkey bar and see how they'd do on different parts of the farm. It will show the green arrows or red arrows for positive / negative growth. It doesn't let you move the player without exiting plant-o-vision mode, but it can let you scope out a good planting location.
I don't think I do a good job tutorializing that feature, but it may help out.
I feel you. I do a book club-style video game podcast with a couple of buddies, and we've all become parents over the last three years. We have to limit ourselves to a couple of longer games each year, and we always enjoy games that will quote-unquote "only" take 5 or 10 hours to get through. We definitely appreciate a game that only takes an hour to say what it wants to say.
Thanks for reaching out! I was able to get up a fresh build this morning so that the game is playable with ultrawide monitors. The new version has fullscreen and windowed modes, and the Windows shortcut of alt+enter will toggle between the two. Once in windowed mode, you should be able to adjust the UI to a playable state.
Thanks for the kinds words! I was planning to add in a couple more victory conditions beyond the "destroy all high-level lairs" for the Steam release - maybe something like "survive for 20 minutes against waves of monsters". This makes me think I should add a Sandbox mode too, where the player can just chill and build, and spawn enemy waves / lairs when they want to.
I'm glad that you enjoyed the game, and thanks for your feedback. We'll have to disagree about the price - I've spent over two years working on it, and I think $10 is a fair price for the game. But, as you say, there are great games out there that cost less, either by being free-to-play games or just by being cheaper. If you'd rather buy and play those games, that's totally fine ^.^
The full version of the game (for sale on Steam) does have a lot more content in the game, especially for the mountain trail. This version here on itch is the same version that started off as the Early Access version in Steam, and there have been four major updates since then. Cheers!
Thanks for the feedback! This game was developed over an extremely short timeline (2 months!), so I didn't have time to put in all the polish I wanted to. Earlier on in development, I had a victory condition of "destroy all monster lairs". However, the end game would drag on as the heroes had to explore every corner of the map to find the last sewer or seedy tavern. I changed the victory condition to be "destroy all of the highest-level monster lairs" instead. As you note, I don't make that clear anywhere.
I'm hoping to expand the game for a commercial release, and one thing I'll take a look at adding is multiple victory conditions. For instance, maybe one map requires you to build and defend multiple guild halls from waves of rampaging monsters. Maybe another has you preventing a second apocalypse in the city. Let me know if you can think of other cool ideas :)
Glad you are enjoying it! The full game is $10 on Steam - you can find it at https://store.steampowered.com/app/1417750/Moondrop/. I'm most of the way through Early Access, with only two special Mountain Trails left to finish developing.
You can exit the inventory screen (or other screens) by pressing the same button you pressed to enter the inventory screen: Tab, Space, or Enter. Escape also works, but (as you noted) it is also used by Unity's web player to exit full screen mode.
The Steam version of the game has rebindable controls as well as a whole bunch of additional content. If you enjoy this version on itch, definitely check that out! (Funnily enough, the Escape key isn't rebindable on the Steam version either. It uses Unity's new-ish Input System, which allows live rebindings of keys - ya know, like "Press a key to rebind the Inventory Menu action". The problem is that you need to be able to cancel a live rebinding, even if you are rebinding the "cancel" action... After spending six weeks on the whole rebinding project, I took the short cut of always keeping Escape as the "cancel the rebinding" key. So it's the one key that can't be used for other things.)
There is a chance that wild mistberries will spawn on the farm, but there is a more reliable method. When you go to the mountain trail, you can get a mistberry seed if you complete at least two trials and return to the starting point before the twilight hour ends. You'll be guaranteed a chest with a mistberry seed :)
Thanks, glad you enjoyed the game! The whole game dev journey has been fun, from prototype to mostly finished.
In order to harvest a mistberry, you'll need to get four correctly-typed arrows pointing to it in a single day. For instance, if you have a sunny-typed mistberry, you'll need four neighboring plants or rocks that send out sunny arrows. If a mistberry doesn't make it to 'fully grown' in a single day, it resets back down to zero growth - as I'm sure you've seen by now haha.
One hint: if you find a cluster of three or four rocks adjacent to a tillable square, you might be able to use certain potions to help get you closer to growing the mistberry...
Hello, itch people. (Itchers?)
I'm working on a roguelike WebGL game, and it would be very useful for me to get some details on choices my players are making. Has anyone ever hooked up a game on itch into more detailed analytics? To be clear, I'm not looking for data on who is visiting the website (itch.io does a good enough job for that), but rather in-game how players are choosing Perk X over Perk Y, how long a typical game lasts, etc. I hope to use that data to make a more compelling experience.
I'm building the game in Unity, and I know Unity has some good data gathering tools. Do they work easily with Itch.io? Does anyone know of any tutorials or other places to get started?
Thanks,
Josh
Alright, I was able to reproduce the bug! On reloading the room, the chest was being added to to a Dictionary twice - this caused the freeze on interacting with the chest. The other rooms don't have the same issue.
I'll be able to get a fix up today - just gotta add a little polish to another feature I've been working on. Thanks for the bug reporting, Yirggzmb!
Glad that you're enjoying the game, but sad that a bug crashed it for you. I've got a few questions - sorry if they seem really basic, but they'll help me narrow down the problem.
1) Were you playing with a downloaded version? There might be some logs I could look into for greater detail.
2) You're saying the storage screen was unresponsive, correct? You weren't able to move any of the inventory items or press Space to exit the screen?
3) Was this your first time this game in the "shadow cookie" room? (That's what I call the shadowy circle in this room.) Was this your first time on Day 11 in the shadow cookie room? If you were in this room before, did you access the chest?
4) Did you play multiple games of this straight, and the bug happened on a latter (i.e., not the first) playthrough?
5) Did you use any potions earlier on Day 11?
Thanks for the information. I'm still not able to reproduce the bug. (I believe that it is happening! It's just hard to replicate these things sometime.) You mentioned that you were standing about three blocks south of the top wall - about where were you standing in the east / west direction?
I've gone ahead and changed Unity's Tilemap collider from "outline" mode to "polygon" mode. This'll get pushed out in the next update (today or tomorrow). I think this will solve the issue, but I'd like to reproduce the bug first so I can prove it. I do appreciate the bug report and the help :)
https://joshuagalecki.itch.io/dwarven-depths. It's a PWYW $0 minimum game, so I didn't think I could include it with the main bundle. I'd like to add it to the "support" collection though.
The tutorial work is nice! It seems easier to get into, although I do have knowledge from my first playthrough. Here's some more playtesting notes in no particular order.
Built a stage, but then thought I should move it. I couldn't figure out how to change the placement before it was built, and after the 'garbage can' didn't seem to schedule it for destruction (or if it did, a citizen never got around to it.)
I like the priority system, but I'm a little confused about how priorities interact with professions.
-- I would add numbers to the priority squares for players that are red-green colorblind.
-- For other examples of priority systems for jobs, check out Dwarf Fortress and Rimworld.
The UI buttons appearing from right to left (with empty space inbetween) seems less polished than the buttons appearing left to right. If there's no reason not to, I'd consider rearranging the buttons so that the ones appearing first are on the left.
I planted some tomatoes (do I need to do that manually?), and there are 'water' symbols nearby. I'm guessing they need water? No real question here, just a point where I'm not very clear on what needs to happen. I have a farmer dude.
-- I just scrolled through the encyclopedia to read on tomatoes and tomato seeds. I would recommend a table of contents / index page when the encyclopedia is opened up, or some method to skip from the first entry to 'tomato' without tons of clicks.
In quest rewards, it's not clear that I'm getting blueprints instead of buildings. Maybe add a background sprite to blueprints to indicate that?
Under the forge build menu, I would like to see how many I have of each object. The current 'quantity' textbox I think is for building multiple objects, but it would be great to see if, say, I don't have any microphones and need to build some. (Or, conversely, that I already have one and don't need to worry about it.)
I think the "middle click to display building icons, click on icon to display building information" is a bit convoluted for an action. Maybe double clicking on the building could bring it up?
More tomato thoughts - a day later, they are still showing the water symbol. I have a farmer, and they are planted near a water pump with water available (blue meter is not empty). Not sure what to do there.
In the encyclopedia, the "building level" flag (showing the, say, fifth level walls) is maintained when the page is turned to a different building. Nitpick, but that was a little unexpected.
The second quest (collect resources) requires a certain amount of aquamarines. Are these mined from the same crystal pits that the crystal orbs come from?
My nutrient storage barrel doesn't seem to be storing any food. The barrel is empty, even though my inventory shows 14 tomatoes. Screenshot at https://imgur.com/a/d0x4DhM. My people are hungry!
All my citizens have now died of hunger. After the first one passed away, I set one of the remaining two's profession to farmer, maxed out farming on the preference scale, and planted three more tomato plants. I'm unsure if any additional farming was done.
-- The game is continuing without any citizens right now, instead of giving a Game Over as expected. The top-lefft UI also says that I have one citizen left, although my character finder and priority menus don't show any.
-- Additional note - I kept the default farmer's default preferences through the game. When I needed to change someone to an entertainer for the mission, I used my builder.
During my first game, I was able to get to 5 / 6 citizens, but never had more than 3 this time around. I'm not sure how to get more citizens.
I tried out Worst Space Guy. I cleared all three planets on normal mode then died on the fourth level of arena mode. Here's my thoughts:
-- The game seems like a bullet-hell shooter with orbital movement around a planet. That's a good premise, but I felt like the player's spaceship was both too wide (too hard to fit between oncoming bullets) and slightly too slow. It felt like there was a lot of time to see the bullets coming and prepare for them, although the width of the ship did make that a bit more difficult. A little more up / down range (i.e., the player could get further away from the planet) would also be good.
-- The planetary defense could fire through the planet itself. Not necessarily a bad thing, but it was unexpected.
-- The planets all start out with all guns blazing, and the levels get easier as you pick them off one by one. Things got less exciting (and less fun) as you went through a level. I think it would be more exciting / tense / dramatic if planets had stages of defense. Once you clear the first layer (shields or whatever), more turrets appear and the stakes are raised. You could do other things, of course, but I feel this area (raising tensions) would be were the most interesting design work could happen.
-- Another idea would be including powerups from downed turrets. This could help introduce variety into the player's strategy.
Not a bad start to a game. I think increasing the pace and increasing the player's maneuverability are the first things to do, and then see where it goes from there.
Looks good! That's a more detailed list than the broad strokes I was thinking about, but overall it's got what I was getting at. A couple of clarifications:
3a: The 'click the hover icon' mechanic works fine for explaining the more advanced buildings, but I think that the more fundamental ones should be more actively explained (instead of leaving it up to the player to see if they click the icon to learn about the building, or not). I think an explanation in a tip or the quest screen would be better.
4: I don't think you need to go over every need at once here. You could say something like "Your citizens will need energy, food, etc. These can be fulfilled by different buildings." After this, you launch the tip explaining missions, and that leads the player to go through the first four missions.
5: I'd actually remove all the blueprints and then fire off the blueprints tip (and enable the blueprints button) once the player finds their first one.
Kinda as a corollary to point 5, I felt like there was too much "stuff" in general at the beginning of the game. Things like the red rocks (and other rare resources), blueprints, and disabled buildings (no blueprint yet) could probably be hidden from the player entirely. Even if the player can't do anything with them yet, these currently-unusable things divert the player's attention away from learning the base systems. You could keep the tutorial more focused by removing non-essential options until the tutorial is over. (I'd also make the tutorial optional, so that you and other experienced players don't have to go through it every time.)
I remember playing a game that was a similar style some time ago called Kingdom: New Lands. I honestly don't remember if they even had a tutorial, but it could be useful to look at that game and see how it tries to teach you its systems.
I'll give the game another play later this week and let you know if I have more feedback.
Cheers,
Josh
Hey, I played for a little while and quite enjoyed the game! At first, I had a hard time figuring what was what - what I should be doing, what I could be doing, what was going on.
I see in a recent devlog that you changed the tutorial to be more "tips" instead of hand-holding, so this system might be pretty new. The tips work well for the most basic controls (camera movement, building selection), but I would change the first quests so that they give an idea of how resource collection and other gameplay elements work. I was going around building bunches of houses because I thought each villager needed one. The tutorial quests could give a quick overview of what basics are needed and how those basic systems work.
I wouldn't recommend having a quest for all the buildings - that seems like a bit much. What I think could work is having a tip explaining the quest tab just before you show the building button tip. The first quest (and only have a single quest available, not the dozens I saw at first) would be something like "build a house", which could segue nicely into the building button tip. The quest could explain why you need a house and so on.
I had a whole bunch of blueprints after five or ten minutes of playing. I'm not sure if you start off with these or you get them as quest rewards or achievement bonuses, but I feel like it's too much right at the beginning of the game.
I'll try playing again later. I'm sure it'll be easier the second time around.
Keep it up! :D
Thanks for trying out the game! The variable-distance roll is a great idea. I'll include that in the next major update.
The skulls are difficult - right now, they don't have a cooldown after they cause damage (like everything else in the game). I think adding that back in would make them less of an issue (without decreasing the difficulty too much).
I agree that there need to be some UI updates on the camels getting attacked. I like the risk-versus-reward mechanic of choosing to explore a cave for treasure versus potential damage to your caravan, but there could be better ways to communicate these things to the players. I want it to be 'risk damage to a camel for treasure' instead of 'lose an entire camel while you hurry to get back'. I'll put some thought into this.
I appreciate the feedback :)