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SomeGuy454

2
Posts
A member registered Jul 10, 2020

Recent community posts

(4 edits)

I love the game's vibe, this is creepy and dystopian. 

EDIT: ... Lost a run because of the Starving Man on the Empty Street > Left Arrow part of the map??? I gotta take care of him too I guess?

Some thoughts:

1. Coins become unmanageable at some point.
As cluttered and scattered as a coin purse can be (which works for the vibe of the game!), whether as a base feature or something to "Earn/Unlock" in a play-through via some side quest or food trade, some Feature that sorts the Coins via Value into their own piles would work fantastic here. Maybe something like Coin Stacks that tower up to 5-10 as you get that amount of that value coin, and a total amount tracker over/under that stack of X once you go beyond the visual max for the tower. (For the 5 and 50 coins, the stack's visuals could be tied with a shoestring like a dystopian necklace.)
Since the whole manual coin insertion's the star of the show, I wouldn't dare ask to be allowed to manually type a value, merely streamlining the coin piles to help with value selection.

2. On the note of Currency management... Currency Exchange? It'd be nice to be able to ditch all of the 1's and 5's for a single 100.

3. The Inventory can be improved. For the current system, I love that food now stacks for multiples. I have two issues.
-I can't tap/click an item I see, it has to be DIRECT CENTRE of the inventory to THEN highlight, and THEN interact with. Making the centre item always highlighted would help there.
-Getting to the other items is gonna take some time, since you gotta tap the arrow and wait for the inventory to slide. If the player was allowed to either constantly tap that Arrow Up/Down to speed through their inventory, or even making the items that aren't the centre tappable to highlight and auto-move to centre, that would be a major improvement.

4. Inventory sorting might be rough with the current system. Being able to put stuff we don't want at the bottom or even completely new items for the run getting put at the top with an Unread/Untouched notification tag might work for now? Ideally, some kind of grid with multiple pages would be nice. The game's gonna have alot of items, and in a game with alot of items, item management's a big thing, and a 1 x 5 strip is going to be rough to deal with... Again, for now? Works great since the item pool isn't that big, you at least HAVE an inventory system, that's impressive. 

I dunno how a game about begging in the streets and mutating from inter-dimensional food has me this engaged enough to draw up an image of my idea, but... this game has alot of effort and passion and I'm very excited to see more!