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Mazhron

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A member registered 10 days ago · View creator page →

Creator of

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Thank you so much for your feedback! 

I'm glad the game beat your expectations!

I just made an update which will me uploaded momentarily and that (hopefully) fixes all the issues you described! 

Wheel no longer zooms under windows — the camera now refuses wheel input whenever the cursor is over any UI control. Since every popup has a full-screen backdrop, this covers upgrades, codex, guide, inventory, and anything added later, while wheel-over-world still zooms normally.

Upgrade window keeps the bank visible — the "Grass biomass: N" header (plus the flowering-bushes note and the Pulse Focus dial) now live in a fixed strip above the scrolling list. However far you scroll, the points available stay on screen, ticking live.

"Leftover" clutter removed — the detail card now shows just the cost, colored green/red by affordability; the pinned header already shows the bank.

Footer is real buttons — the static hint text is gone. Bottom-left now shows each unlocked tool as a clickable button (active one highlighted, appears as you unlock more), then Upgrades, Codex, and Guide buttons. They work by synthesizing their own shortcut keys, so behavior is pixel-identical to pressing Tab/C/F1 and all shortcuts still work.

Hints tucked away — the click/pan/zoom/inspect reference lives in the Guide button's tooltip, exactly as the player suggested, and the full version remains in the Guide's Controls topic.

The new footer sits where the old hint text was; if it ever collides with the touch toolbar when Touch controls are On, tell me and I'll dodge one around the other

Thank you again for your feedback and as I continue to develop the game I hope to hear you enjoy it and the things you don't or want polished, I hope for feedback!


-Maz

Alaric120,

Thank you so much for your feedback and I'd love to give a good reply to some of your feedback so you know what's going on. 

1.) It's not limited to the players clicking, and it does move towards change on it's own without player input. In my play tests it seems to do so every time. My questions would be: Are you upgrading your plants enough? Your soil? Without those upgrades, the game will not do much, the environment resists change unless pressed. As for manually clearing ground, if you've been upgrading your pulse, wider reach, focused flow, auto click and tilling grasp, you can literally terraform from Salted and Scorched to Lush soil in about 16 seconds (I counted ;-) )

2.) Yes, plant culling is clunky. I 100% agree. I just wanted to get it into the game to begin that process. This game is in heavy alpha, I recognize that and the work to polish these features is coming! To be honest, the idea of forced evolution is sacrifice. In it's current state, nothing is that expensive. Clearing a bunch of mature grass can easily get you an evolution, which was never the intention. The intention was to make hard decisions on what to cull to get enough spirit. At this juncture, it can be done with grass, the intention has always been to sacrifice higher tier plants in order to acquire evolutions. The choice between evolving for survival or manually pouring vitality into the forest are real choices a player can make with the same result; the survival of the forest.

3.) Automatic clicking works with area of effect on my end. I'm running the same version. So I'm curious, in the Clicking/Everwood's Touch upgrade section, do you have the Pulse Focus: radius  0 or 4? I purposefully made it so you can adjust your AOE up or down. If you go down, it consolidates all of the power from a AOE into a smaller and smaller area, making it far easier to get magical soil. This could be a real bug and I totally believe you if it is. I just can't reproduce it. I have 3 separate profiles to make sure they I can test different things from different stages in progress and every time I get auto click and wider reach they work. So now, I'm curious. 

4.) The plan for specialized plants is just that, each to have their own unique abilities and stats. I'm just not that far yet. Implementation and graphics will likely come first before I try to balance out dozens of plants, abilities, weaknesses and strengths.
5.) Plants currently insulate insects based on how much cover is on the soil square. Other insulation abilities have not been implemented yet to protect other plants.
6.) I'm not sure what you mean by "divesting" soil improvement from clicks? Why would I do that? (Honest question). It's one way to, as you say, brute force it through. This is a clicker game as much as idle. 
7.) Water tiles are in future updates, the intention (hopefully possible) to allow the player, through will or ecology, to build ponds, streams and rivers complete with water plants.
8.) More animals are coming, just needed some to start to get the code in place and test different options. Planning on deer, wolves, bear, elk, etc. Probably more.
9.) Animals already help spread seeds, if they eat a plant, when they poop, it has 100% germination chance on that soil they poop one. They are one of the few ways the world spreads with no effort. Birds can also drop random seeds of any tier with varying chances, more birds will be coming, right now there's a chance for 1 to come every hour of the daytime. 
10.) Insects left to their own devices when they came into being could terraform about 700 soil squares on their own in 6 in game days, complete with a full meadow. V1 insects were FAR too powerful, V2 were not far behind. I needed to reign them in, far more balancing will be to come.
11.) More lore is coming, I just got the basis of the Lore set so players testing would have an idea of what my intention is, as getting through all of this is a bit of a slow process :-)
12.) The future and final version of the game will have a "World map" showing the barren levels with their respective terrain (Desert, Tundra, etc.), and if you have a forest or meadow on that section, a "mini map" so to speak will show the forest in that zone. The campaign in it's current condition is a stop gap to test, polish and see what works and what doesn't. 

I hope some of my responses are enlightening and helpful! Feel free to give me more feedback at any time and respond to some of the things I brought up for you! I'm always up to discuss all of it!

-Maz

Hey Wolfblue,

Itch has an odd system for seeing these and I didn't even see this one originally!

Can you please explain what you mean by "switch the text pup up, after mid to late game the text from water is filling the entire screen"

Water doesn't have a pop up. You can see all of the pop-ups in the Esc -> Graphics menu and you can turn anything on or off (unless I missed something).

Thank you so much for your feedback!


-Maz

Thank you so much for your in depth reviewing!

I have added a guide with F1 that explains far more in depth on different features, mechanics and functions!

I'm glad to see you figured some of them out on your own!

If you ever see anything else or have any other questions, comments or concerns please let me know!


-Maz

Sorry about that, I'm working through editing the graphics as I go. I'm working on function first, but if I get tired of functionality, I'm going to play with graphics.