Ok I have played it for about 3 hours. Jotting down my first impression and opinions here.
It was an addicting game loop, very reminiscent of the old flash game style. It has a quick hook and cycle. I do feel that the addiction will wear off but so far it is paced pretty well with new stuff. The art is not distracting, i think it looks good myself. I think something that would really help the overall feel is some sort of NPC dialogue simulating people visiting your farm. Right now it has this eerie feeling of loneliness.
There is a lot of not translated stuff, so not sure whats going on with that, most of the time i could figure it out with the video. Was a little confused at the very start since i didnt realize that i needed to complete the first task.
Canals: using them constantly seems very costly. Not sure if it was intended but i did find that you could remove just one block of the canal connected to the water source and only put it back when harvesting, this stops it from leaking all your water but still saves you from having to till all the ground again. Later it did seem that the water was more manageable.
Buildings: it would be nice if i could upgrade or move existing ones, instead of removing and repurchasing.
Side note, so far the cash flow feels pretty good, i havent felt limited or like i have way too much cash at any point
Collection: not really sure how this works as of this comment, basically i just buy the amount from the shop and then give it to the collection to get the bonus? not sure if that is intended. I think maybe a better mechanic would be to not sell the mutated crops in the shop and only be able to get them from growing the regular crops, then the collection thing is just for mutated crops.
Also i am not sure how to get more stars, its possible i didnt make it far enough in the game yet
Crafting: took a while to figure out what it wanted cause i couldnt read the description but it looks like a lot of the rare stuff, i didnt have enough for anything it seems, what was the percentage for?
ha, just noticed the button in front of the water percent was to upgrade it, again its in a different language so i couldnt tell.
Here is where i stopped. I got the red cabbage legendary pretty early so was farming that (literally). I stopped just before the auto harvester for 3.2mil 
as for the rollercoaster of motivation i have had a similar experience with my game. I have a few IRL gaming friends that I have asked to test it and it seems like pulling teeth for them to do it so it makes me feel like its not worth perusing. I think this game you have here is worth perusing, looking forward to what you do with it!
keep thinking about how to make it better, it could possibly turn into a great game.
Lordricker
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Wanted to post a little about my thoughts on my experience with the game dev process, mentally. Not just the technical hurdles, but the constant loop of thinking you understand something, realizing it was quite a bit more complex than you thought, then slowly crawling your way back to something that kind of works, iterating on that repeatedly until you have it the way you want it (or at least close). I feel like I am getting better at properly envisioning a design element up front
A lot of my time isn’t spent “coding” so much as staring at a problem from different angles, trying to figure out what the real problem actually is. I’ll go in convinced the issue is technical, only to realize it’s a logic flaw, or a design decision I made three steps earlier that painted me into a corner, or I simply didn't assign the fields correctly in the inspector (unity). Fixing the bug is easy once you actually understand it — getting to that understanding is the hard part.
What’s been interesting to me is how much progress feels invisible while it’s happening. Days can go by where nothing seems to move forward, but then suddenly something clicks and a whole chunk of the system makes sense. Looking back, those “unproductive” days were actually me building a mental model, even if it didn’t feel like it at the time.
Ive been actively trying to design a game for probably around~300 hours. I feel like I am getting better at properly envisioning a design element up front but iteration seems to be king. I draw parallels to molding something out of clay, you keep pushing, pulling, tear a piece off here, add a piece on there, sprinkle a little water on it, stare at it, lick it, hope that it doesnt fall apart when you bake it.
I guess I’m curious how others deal with that side of development — the uncertainty, the second-guessing, the constant balancing act between pushing forward and stopping to rethink things. How do you know when to power through a messy solution versus when to tear it down and rethink it entirely. Any specifically infuriating bugs or reoccurring issues you have encountered?
I am working on a Ai Tank game.
You can build a tank with components and then send them into an arena.
Each tank needs an Ai Script to read, you as the player can edit this script to make the tank behave differently.
I am looking for feedback on how easy it is to grasp this concept since I am too close to the project to tell.
Here is the game link https://lordricker.itch.io/cognitanks
For Pizberry it would seem they have a bunch of them that he doesnt need.
For myself i should probably look into that patching ability. Is that butler related? My download is less than 100mb right now so downloading the entire thing is not really an issue but if it grows patching in updates is a good idea.
Hello, this is a game I have dreamed about for quite some time.
Finally have gotten around to building it!
It is a tank game inspired by the old flash game Bot Arena III
In this game you assemble a tank from components and then send them into battle.
However you do not drive the tank directly, you program them with a Visual Node Graph Editor.
It is a work in progress but if you are at all interested id at least appreciate a read through of my project. You can download and play it as well
https://lordricker.itch.io/cognitanks



