Genuinely the most captivating puzzle game I've found all year. Instant favourite. My dearest wish is for an endless mode.
sometimesihavequestions
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It's a truly lovely game, but I don't think cows are spawning as fast as they're supposed to. I get a new cow maybe 40% of the time, when I return to the surface, and I've run out of leather completely as a result.
I'm also getting a bit tired of combing the magma zone for quartz. I think I'd find this "quest" a lot less annoying if there was some sort of cumulative bonus for the number of times you've reached water (maybe the number of times a specific turtle has sipped the water, like a level-up system; the bonus could even be different for each turtle) -- it wouldn't feel like I was doing EXACTLY the same thing, over and over, then. I'd also have a reason to change my turtle loadout again -- now that I only have one goal when digging (find quartz in the magma zone), it doesn't make sense to mess around with turtles or artifacts anymore.
I was also hoping for the relics to . . . idk, do more? Unlock new recipes? Allow you to equip specific relics for themed effects? Allow you to build a museum that would then accumulate "donations" of quartz, with the quartz yield dropping A LOT when you took a relic out (to equip it), so you'd have to balance the usefulness of the effect with the slashed income?
Idk. I'm not a game designer. I just feel like I've run out of things to DO before finishing what I want to get DONE, if that makes sense. And that's a shame, because I've had a lot of fun with this game so far.
TL;DR: discovering stuff and messing around is really fun, and I wish I could keep doing it while chasing the last two turtles. I'm sure I'll keep enjoying the game in some capacity no matter what (it's charming and relaxing), but it could be even better, I think.
I'm working on Super Convergence now, and I have some more thoughts.
1. I love the text. Unlocking the first star in the Azure River, I got "THE ANTI-CREATOR: we have confirmed the nature of the antagonist" and I was locked in. That, combined with the slow fade and the cooling sun I'd already read about from the other two "first stars" . . . I mean. There was no way I could leave without finding out what it was all about. The data in the stars is all great, but that one moment was impeccable.
2. that said, the stars start to feel "cheap" pretty quickly. Unlocking a whole constellation in one convergence takes a lot of the impact out of the story for me; I lost the experience of asking "what does this [DATA CORRUPTED] say? Between this phrase and the next?" -- I could just find out. Immediately.
3. after devouring the whole story, I'm now left to babysit the engine for several days in order to get the Super Convergence. There's nothing left to discover. There are no more upgrades. The flashbang is used up. I would've liked a slower burn.
4. I would've liked to make the text bigger and turn off the glow effect. It was a bit hard to read as-is. EDIT: wahoo! I discovered you can turn off the glow by turning visual effects to "low" :D
5. running this game makes my PC get extremely hot. Like I said in my earlier comment, I don't know how much can be done to lighten that load -- but anything you can do, in that area, wouldn't go amiss.
6. more details about how each upgrade was affecting my production and consumption rates (and the amount of Light I'd get by converging) would've been hugely appreciated. "Base rate, x2 from [upgrade], x1.5 from [other upgrade], total," sort of thing.
7. I very much wish the automatic pip allocation would take pips out of white when it was full. Would stop using pips for any light that's both full and bereft of "downstream" nodes sucking stuff out of it. That would make it a lot more efficient to get up to full Resonance points.
I've ended up being quite critical, I think. I want to emphasize that I love every data entry. My biggest wish is just that I could find more lore crumbs . . . like, the shattered remnants of a planet? I don't know. I just want to read more.
I'm hooked on the story, for sure.
I do wish it wasn't trying to melt my PC. I don't know what kind of optimization is possible with the code, but if it could be made less demanding for weaker machines, I (and my weak machine) would appreciate that.
I'd appreciate more information about how the upgrades are working, too. Total production for a node, and then on mouse-over (or something), a rundown of which upgrades are reducing the drain on it / boosting its production from base. A similar breakdown for the amount of light I'm going to get from Convergence.
I am utterly obsessed with this game! My only real complaint is that I find the text very difficult to read sometimes (especially the red text). I'd really appreciate some UI customization: font size, font brightness in comparison to the background (maybe even the ability to tweak the background's saturation too), that sort of thing.
Apart from that, I think it would be nice if you could mouse over routes on the map to see how long they'd take. And to have maps of the facilities themselves, because I get pretty confused trying to navigate Astrape XD
That was awesome -- I really wish it was a full game! I would love to play it longer, find new plants from "exploring the world" etc. Maybe different regions would be friendly to different plants, and certain plants could be hardier than others -- so there would be more strategy in the crossbreeding, as you tried to get a profitable plant that also grew well in many garden plots.
I agree with the suggestion that hovering over cards should show the plant's stats, and I found the card-merging a bit finicky at times: sometimes I merged cards by accident, other times I tried to merge cards and they missed each other. Maybe that's just because I'm using a touchpad.
Another suggestion: our "research" panel could include a family tree of different crossbreeds. I made my own in Paint.net, which was doable because there were only three parent species -- but it would get a bit overwhelming with more than that. Also, I wished quite a few times that I could rearrange the cards in my hand (to sort them by type and level).
I'll definitely be playing again as-is, though; it was very relaxing.
Basically what the title says. You know how in Minecraft (and I think Terraria too) you can shift-click an item in your inventory to send it into a chest, out of a chest, into your hotbar, out of your hotbar etc.? I'd be really happy if a future update added that to Waxweaver too, for convenience.
That's all! Still loving the game :)
Not to keep harping on problems (seriously, I love this game) . . . but when I go from one side of the world to the next (or around the centre of a geode, etc.) I get motion-sick from the swoopy-zoomy switch. Not just a little, either -- dizzy and nauseous to a degree that forces me to avoid gravity-switching zones.
I don't know how this could be addressed while keeping the gravity mechanics intact, really. It might not be possible. I just thought I'd bring it up in case there is a way.
So . . . the hopper says it picks up items when energized. The lever says it energizes. Attaching a lever to a hopper, and flipping it, doesn't make the hopper work. Connecting the hopper and lever with wire doesn't work because levers can't be placed on wires. (Placing a lever adjacent to the end of the wire, and flipping it, also doesn't do anything.)
What am I missing here?
The downloadable file is getting flagged by my browser (Firefox) as containing a virus / malware. I don't understand this at all, since I downloaded that same file about a year ago with no issues (though that was on a different device, and I was using Opera then).
Is there any chance that it's gotten . . . corrupted, or something, since then? Or is there something in the game's code that's known to cause false alarms? I'm not quite confident enough to bypass the warning without knowing what's up.
I'm a bit confused about how the rent works! Sometimes it seems to be collected automatically, but then at other times, I get "you need to pay your rent on time" letters even though I have more than enough money to cover it.
Anyway, awesome game. I always come back to it, and I look forward to seeing it grow. More story levels would be a big plus!
Having a great time with this so far! Very chill and the graphics are beautiful. My only "complaint" is that I wish there was an option to press and hold a key (maybe the space bar, but it doesn't really matter which one) instead of clicking and holding with the mouse.
EDIT: I also wish there was a fullscreen mode.
This game looks absolutely fascinating, but no matter what I do, I can't get it to fully load :(
This isn't a problem for me with any other online Itch game. I don't know what's up with this one.
Edit: from what troubleshooting I've been able to do, it seems like the game includes some bit of code which has been flagged as malware.
I can't move. Clicking makes my duck "quack" (silently) and the camera seems to respond to my cursor a little, but that's it. My duck stays firmly rooted in place. I've tried to play here on Itch, and on the Ducklings.io site; they both have the same issue. Would love to know how I can fix this. I've played Ducklings in the past and it was great.
Praise:
- IT'S SO CUTE! Everything, from the sprites to the sound design to the flipping rocks, is just adorable. I love it. It feels cozy and sweet.
- I really appreciate that you can't accidentally hit the sheep.
- The variety of ways to get gems is very cool.
- Unlocking new plants, buildings, blueprints etc. is a fantastic incentive to explore. Buying a new island tile feels like opening a Christmas present.
- The bunny monsters! I love that they don't just attack me on sight. I can decide whether to fight them or not.
Suggestions:
- Please make it possible to rearrange factories as well as workbenches and ovens. My factory layout always ends up so clunky and there's nothing I can do about it.
- Fix the masonry table? I routinely get new blueprints for it, but "stone slab" is the only one that's ever on its list.
- Auto-switch to the sword when attacking monsters. I always get switched back to my scythe when I fight bunnies (because of all the bushes) which is quite irritating.
- Ability to rearrange the pinned items.
Overall, really, 10/10. This is my favourite game at the moment. Progression is so satisfying and it's such an alluring little world.
Overall a really fun experience! I love the little Easter egg of "Are you a boy or a girl?" with the option to just say "No." That was really nice 🏳️🌈
I wish you could interact with the NPCs more (most of them only say one line, and talking to the spiky guy after our training session makes him "say" an error message), and I found the menu system a bit clunky. It would be nice if, say:
- M key took me straight to the map
- J key took me straight to the journal
- T key took me straight to the "team" page
And so on.
I also wish that explored areas were mapped out in more detail. I have a terrible sense of direction (even in video games) and I'm always getting turned around, even in the forests. Starting out with a completed map would take a lot of the joy out of things, but if the ground you'd already covered was mapped out, I think that would make the experience more fun. It would also be nice if I could rename my team members later on, rather than having just one chance.
Does each species have a predetermined personality, or is that shaped by the tasks they do?
Can I cheer my Naisad/Cryad up???? I feel so bad for it :(
One final question: when the full version is done, where will we be able to find it?
So, I've seen the snail planet in a previous playthrough, but I haven't gotten near it in this one yet.
A child of two regular Earth bunbons has a snail shell anyway. "Mystery Shell" also has a child who (while unrelated to the deer bunbon) got antlers.
I'm not complaining -- I actually think this is pretty cool -- but I'm curious whether this is technically supposed to happen or not.
EDIT: I've found something which I am complaining about! I'll pause the game and come back to one less bunbon, and the logs will say that that bunbon blasted off when I wasn't looking. Which sucks. I haven't found out yet if these bugged-out spacefarers are waiting for me on the end screen or not.