That's great to hear! A suggestion for QoL with storage containers generally: it would be really great if you could see what was in them by inspecting them, imo
sometimesihavequestions
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BIG bug: If, after filling a storage container, I accidentally click another item in my inventory (like, try to transfer that item into storage), the item is permanently destroyed.
Small bug: In the storage container "dialogue," it always lists the current number of items in my inventory as the maximum. Like "Inventory: 3/3"
I'm having a blast though. I've got tile floors and braziers. I'm rich :D
Question: is there any way of replanting trees? I feel bad about not replanting the trees lmao
Whoa, thank YOU for taking the time to reply so thoroughly! And for making the game, which I am fully obsessed with.
Regarding recipe drops: my main reason for farming them so desperately was that I wanted to build some dang storage. If there are more types of storage in the game now, the low drop rate should be less of an issue, I think.
Bad news: while the question marks have disappeared, the ghost items still take up space on the ground (I can't build on them, and they're labeled "Item" when I mouse over). Also, while I can open shelves now, I cannot open chests XD
Yo, should I be able to put things on my shelves and weapon racks? I assumed that was what they were for, but all I can do is inspect them.
Miscellaneous bugs:
- items turned into pink question marks and became immortal (I can't pick them up to destroy them or anything)
- toads are all lowercase Ts (except the monster toads, sometimes)
- cooking two minnows and two other species of fish (one specimen each from the latter) gives me . . . four cooked minnows
- opposite problem: when I cook meat, it doesn't go into the existing stacks of the same type of meat in my inventory. I have to drop it on the floor and pick it up to make it stack right. Same thing happens when I make blossom curds.
- this isn't technically a bug, but I canNOT tell the difference between dungeon walls and dungeon floors. They look almost identical. It's very frustrating
- most nights, at least one enemy will freeze in place and let me kill it 50+ times. I always spam-kill these because I need all the recipe-learning opportunities I can get. Spam-killing three of these frozen targets in a row is sometimes not enough to get a single recipe; idk if I'm just spectacularly unlucky with that.
- the Lich King in Sunken Hollow kept SAYING he was summoning reinforcements, and he stayed completely alone (so I murdered him)
- sometimes I'll be shooting at a monster and it will SAY I hit (for however much damage), but the health bar will not go down. When this happens, it seems to be impossible to MISS; the arrow always hits, always for the same amount of damage, but that damage never comes out of the monster's HP and the monster never moves
It looks really neat (which is why I've downloaded it now, hoping to play it) but it basically doesn't work in my browser (Firefox). There's about a half a second of lag between input and response, which isn't the end of the world. Animations play in stop motion, which is also not the end of the world but I don't think it's supposed to happen. Two minutes into this experience, the entire browser crashes (this has happened twice now), which is . . . not ideal.
Tiny . . . bug? Do you call it a bug when it's out-of-sequence text? Anyway: if I remove the power coupler from the life support system before donning the emergency suit in Talos (this is quite early game, second or third loop), the message is "You remove the power coupler from the life support system, your suit quickly notifying you that the air was no longer being replenished by the facility."
Hi, I'm just a tad bit confused, sorry. Are you saying the full content of the game will come out on the free web version, eventually, just more slowly? Because you'd be an absolute angel for that. It's totally fair if that isn't the approach you're taking, though, too -- I just want to know what I, presently saving all my dough, can expect lmao
This game is an absolute gem. I'm so excited to play as much of it as I can.
Hi, sorry for the late reply; I didn't get a notification for some reason! I'm playing the web version in Firefox, on a Lenovo Thinkpad with 16 GB of RAM. The lag isn't nearly bad enough to be game-breaking or even really annoying, just a little "woop, might not be able to run this forever / add too many bajillions of plants" flag, you know?
"No vomit noises" gang :D
That was fun :D it started to lag pretty quickly, though. I'm not sure how much can be done about that, considering the sheer number of fruits . . . maybe a "no fruit animations" option, where your juice count goes up when you get within range of a fruit-bearing plant, but the game doesn't actually render a bajillion 3D objects? I don't know, I'm not a coder myself. I'd just like to be able to play the full game without crashing my PC lmao
A "no vomit noises" option would also be nice. I get the impression that grossness is part of the intended atmosphere, which is cool, but there's only so much vomit noise a person can take, y'know?
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.