Been there, glad you found out what's up and are getting better.
This is actually somewhat common these days, for me it happened when I worked too much... without noticing it, I ended up not eating before 6pm and even then I only had a simple quick meal. Otherwise lots of coffee.
Managed to fix things, but it did take time and effort to get into better routines (and I still have moments where I fall back to old habits).
Wishing you a swift recovery and I hope you will find joy in maintaining your body from now on.
Mewfaza
Recent community posts
my characters wish that they are overfed and chubby... I ususally end up being too thin, because I can't find enough high-calorie food sources...
My run yesterday actually ended with my character dying from starvation in the desert and that was the most successful run I had so far.
However I did watch other people play the game now and it seems that I've been mostly unlucky with loot. Also people do sometimes eat the flesh of corpses and I've not seen that have a bad effect, yet.
That makes me wonder if there is a secret immunity stat that is random? It felt like on that specific run, my character just couldn't get rid of infections and I have no idea why, I treated them immediately and kept them treated. On that run I also had a surprising amount of food supplies, so I kept fed. Sleep was another issue I had to constantly deal with, because I had to dig a lot.
During the entire run my character kept complaining about their paw, but I didn't know which one they meant and there was also no status icon that explained what was going on. The sudden infection then appeared on a shoulder.
Maybe this is related to all the digging?
This game really peaked my attention and I think it looks really cool.
While it's already quite rich in mechanics, I don't find it enjoyable to play, though.
Why:
1. there is no pause button, yet it can take an hour even to just reach level 2.
2. things happen too fast, you barely get a moment to take a breather, because the moment you let your character take a break, there is an earthquake. How is a fracture supposed to heal on its own, if there is always something going on?
3. the character and the items can't hold still. On one hand this leads to constant injuries, especially during sleep, but it's also annoying as heck to pin point click a tiny item that is shaking or even zooming around the floor for NO reason.
4. any injury gets infected. why? even when my arm didn't bleed it's suddenly infected... there was no way for me to avoid it and now it's a long lasting issue.
5. lack of instructions. I don't know how to use some of these items and there is no way for me to pause the game and look things up, so it would be helpful to get a bit more information during gameplay.
If these are intentional, than I admit, it's going to go well with the crowd that loves this.
Personally I would like to come back to this, after a few updates and see if it is more playable for me.
First of all, you have my condolences! I know what it feels like. Last year I was layed off twice from underpaid and underappreciated software development jobs and funny enough, I had at least once thought about pivoting to making adult games myself, just because it seems like there is more appreciation for them, but I could be wrong.
Since I'm not working in the industry, I don't really have any experience and likely can't help you.
What worries me the most is the whole self-employment part, it's quite the change.
Anyways since this is all I could do for you right now, I wish you lots of luck!
I would like that, too. I feel like there are just too many projectiles from the get go and before I could get the first butterflies I'm at one heart. On top of that, it feels like the tongues hitbox is too small and I keep missing the butterflies :(
As a designer, I'd like to recommend you to think about who your target audience is, before you tweak the game. If you do intend to keep it difficult, because it caters to the people you have in mind, then I have to respect that. It's mostly the art style that drew me in.
Interesting twist on a game dev tycoon game. I like the gameplay, but obviously it's quite sad how close to realistic this is.
Sometimes it is just a bit difficult to click the employees you want to pay, because another fish overlaps them or they are constantly moving...
Having a table view that shows the fish, their stats and some options like fire/ pay there would be nice once you have a bunch of them to manage...
I guess it shows how inefficient some managers are... and how internally confused and scared they are just how the character looks like during the game with the contrast to how angry and dominant he tries to appear like at the end screen.
Highest I could reach was a total end score of 71 so far.
The trick is to calculate how much money you gain/loose when fulfilling the request for the sharkholders.
Example 1: Hire 3 game designers, reward: 200. It costs you 150 to do so, so you are left with a 50 you can use however you like (hiring another one or paying 2 later).
Example 2: You have 6 artists, fire all of them, reward 500: you get a free 500, don't have to pay these 6 artists 20 bucks and now you can hire 10 more with a reset salary countdown. So it's a clear win, but if you have 10 artists it might just not be worth it...
I don't think this is in the game, but it would be cool if the duration of how long an employee sticks around would also increase their contribution speed... like if they survive 3 months and aren't late on their pay, they level up and are now as productive as 2 newbies. That would reward the player to keep track of the payments and make the decision if and who to fire upon sharkholder request a bit harder.
If these leveled up employees also get a raise and now for example cost 30 bucks every once in a while, it will also make the player have to strategies if it is worth to keep so many old employees around.
Add consequences to failing the sharkhodlers requests and you got yourself a complicated game... oh... could still be fun though :)
Yea the round metal ship part. It looks like a puzzle imo, but you'll eventually see what it does. If you get a pink crystal looking signal and processed it, you should immediately head there, but you might already know about this...
Anyways, once you are at that ship part, you just gotta go to the river north from there towards the restricted area. Don't slide downhill towards the fence. I'm sure you will find it immediately, you got this.
I really like how your generators just evolve and that you expand the assortment of generators.
Something I'm looking forward to is seeing the different types of sails if you get to it. It would be cool to expand it to generate ships with designs from different countries and eras... also a slider for wear and tear would be cool.
Something that is a must have would be a flag, though.
I hope I don't come across as demanding btw, seeing a new generator from you is just so exciting :)
Thank you for your response!
I'm glad to hear that this is still being worked on.
Aside an error in the text I haven't found a single flaw that breaks the concept, I'm just missing an aggro feature. While it is always possible to just narratively handle aggro, I think aggro + combo features (break -> topple -> launch -> knockdown in the video game) would make health/damage tracking kind of obsolete or at least secondary. It would really give the players the power to control combat and feel badass by just describing the action, while the old standard is too much math and min-maxing at least for my players. I think you also have that in mind with this concept, right? For my game I will also simplify the range and movement system, while in your concept it is a lot simpler than say dnd 5e, I was thinking about shortening it further by just having them use movement to maneuver around the enemy. This probably only works in my head, because I plan having my players take only one or very few enemies on at a time.
I have already thought of a simplified concept of this ttrpg that I will try with a few friends. The whole math thing isn't the only reason. Some aren't familiar with XC2, which is why I want to only slightly introduce features... you could say I made it more XC1 like.
Regarding the Arts, I'm personally fine with that, since I would include aggro as a more centric feature in my game. I just don't know if that will work for a broader audience. It actually took me a while before understanding that potency increases the dice pool by +x (starting with 1). It confused me when it said it increases power and precision and then just says +1. I wasn't sure if it means that you always add a success to a roll with that art or you add one if at least one was a success... eventually I scrolled far enough to the example to figure out it means that it extends the dice pool. I kind of blame my reading comprehension here...
awesome stuff! I enjoy this generator more and more.
I noticed one thing I'd like to report. The permalinks have spaces in them (in case the name of the town consists of multiple words). Could you replace spaces in links with "%20", so that it stays a complete link?
Also rotating the scene is great, but I wish it wasn't always bound by scrolling. If it was toggleable it'd be more useable.
I hope it doesn't sound like I'm complaining or demanding, I just mean to be helpful :)
I have been playing this game a lot and just wanted to share my highscore thus far. My longest streak has been 16, but tbh it'd be much longer if the game would save the streak across sessions. It resets every time I refresh the page.
Also I'm actually playing the game on my phone. It works as long as I open this page in desktop view and zoom in a little.
You made a good wordle variant :)
I got the following ERROR when I tried to drop my boomerang:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_player:
string_pos argument 2 incorrect type (undefined) expecting a String (YYGS)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_weapon_type (line 8)
called from - gml_Object_obj_player_Draw_0 (line 77)
-------------------------------
The game crashed afterwards.
Before that I successfully dropped my rifle and no error occured.
Also I crashed the game yesterday without an ERROR dialogue and I have no idea why, it might have been about the RAM allocation (I do have a lot, but I also had the game running for many hours) but that is just a guess... I can't really provide much info about that, sorry.
I'm so happy you implemented an autosave feature.
EDIT:
Oh I just posted this (not noticing a similar report has been made, sorry for the duplicate) and have already encountered another ERROR.
It happened when I tried to connect a volt meter (which was connected to a relay already) to an oil producer.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 0
for object obj_producer:
STRING argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Object_obj_producer_Other_10 (line 9)
called from - gml_Object_obj_volt_meter_Other_14 (line 6)
called from - gml_Object_obj_volt_meter_Step_0 (line 95)
-----------------------------------------------
After this ERROR I could not load the game anymore. It crashes without dialog when it reaches around 56%.
Could you advise me on how I could potentially get my save back? if it's not possible, I'll just have to deal with that, but it'd be a shame...
I have no idea how I stumbled upon this game, but I'm glad I did. I appreciate how it doesn't really have a goal and a player can just enjoy it the way they want. Having no guide, explanation or notification to the achievements makes them only a minor extrinsic factor and other than that it was my intrinsic choice to keep playing the game. It's a great escape from reality!
So far I pretty much understood everything quite well aside from one thing. What does the Star Tower do?
Also I'd like to know what your thoughts were behind the mushrooms?
I read through some comments here and would like to add some stuff:
- Music would be nice yes and the last time I looked for a free music source for game projects and such I stumbled upon Kevin Macleod who from what I've heard has gotten quite the popularity ever since, so I dunno if his business model changed, but might be worth looking into if you didn't find a composer yet.
- I never heard of the concept of Lintwians and of Nokoyama, so your game is the first contact for me and so far I can say you got me interested.
- The Tutorial was more than sufficient in my opinion, but I'm also someone who clicks everything and experiments rather than following guides. I think I would have been fine with no tutorial at all.
I hope you keep updating the game, because I'm looking forward to seeing it evolve.
Thank you for your response, I was happy to hear that there will be a big update. I understand that making a game takes a lot of time and I don't know what your goals are, but it seems like it's one of those games a dev could work on forever. For the same reason it's very likely the best thing to do to upgrade the engine. Better now than after you worked really hard on it and had to scrap most of that work. Regarding the second odd behavior, I'd like to just toss an idea out there. What if there was a way to designate areas to be "unmodifiable" so that neither you or the bears can mistakenly destroy or place something there?
I enjoy the game a lot and I'm looking forward to seeing this game evolve into something I could spend days into. It already is highly addictive! I gotta say though, I did run into some strange behavior which I'd like to report. Don't know if you want to hear it here, but it's just two things. 1. After refreshing the map I placed a lot of things (rocks, lillypads and so on..) and these things began flashing, especially if I zoomed out a little bit. I sadly can't tell why, but if I figure something out I would pass it on. 2. The bears seem to stop working at some point. I found out that the houses don't get finished unless there are more houses that need to be build, so I always added new construction projects even before the current constructions aren't even remotely done. I dunno if I'm maybe missing something here, but the AI seems to be a bit strange.