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Groooovy! ;-D (F1 console: Yeah, i tested the future rocket that way! B-) héhéhé)

If i see other "evident" bugs like that, i will post it. I test/write & debug some games & progz from times to times so i have the "alert eye" :-P

Thankx for this awesome little game by the way! =^^= (always dreamed of a little/happy futurist cute survival game with a cat in it! <3 ) 

Happy to help to make it better!

MewnBase community · Created a new topic Sandystorm Fun!
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So i read on your trello-board thingie that you wanted to add somethingz to your current sandstorm to make it "more dangerous" (but i guess "not so annoying" too, respecting the pace/spirit of the game etc...)

I have thought about it and here are my ideas. IRL, Sandstorms are dangerous because it slows/pinned you down when you travel (and reduce visibility; and you may be lost too) so i inspired myself on that.

=> For a bonus annoyance (but not too strong), it could (like for the solar panel) "bury" some of the basic farm plots (must dig it to continue using it! incentive to make the "interior ones" more pricey! ;-) ). I use these "lazily" by planting a seed, and waiting for rain... and one day i can harvest "free vegetables"; Sandstorms could make it less "easy/lazy"; by checking if some are buried or not after a sandstorm at the bare minimum. (and if not, eventually every exterior plot will be buried! take that lazy brain! XD If buried, plants can't grow or maybe even lose a stage of growth after a certain time buried too.) 

It could bury (by a nice graphical "pile of sand" lol) random items put on the floor by the player too! (could be an incentive to make containers etc... and not lying around all materials like some love to do. But it seems to me that sandstorms make disappear some of the items on the floor already no? was it my imagination?! :-O It is more intuitive/fair-play that they are buried i think... they are less visible too that way! (è_é) > WHERE are my Artefacts??!! WHAT is this pile of sand??!! hahaha XD Funny moments for everyone! lol)

=> But for the main part, it seems that sandstorm already slows the player down (even vehicle maybe?) no ?! If not, it can be the interesting "danger" like this: a "full slowdown" is annoying for all IMO... so i was thinking of a directional slowdown! B-] (like IRL with sandstorms, you can't walk against the wind, or it is very painful/slow). What i mean is the sandy wind will come from east or west (maybe north or south too as well if possible) and in that direction ONLY, the player will be slow down x2! The danger here is that if you venture too far outside your base and you have the unlucky sandstorm slowing you down from returning rapidly at base, you must have some oxygen tanks & food ready to "wait it to pass" (so it is a indirect threat, quite interesting & intuitive IMO). If already damaged, it could be fatal if you are too far from home etc...

=> For the vehicle, i was thinking of a more active "push": a directional push of the wind. So when driving a buggy, if a sandstorm hits sideways (8 directions on the buggy should be sufficient for the effect i think)... it "pushes/drags" the buggy in that direction slightly (more speed you have, more dangerous it will be) [Coding wise, it will add a % of the current speed in that virtual direction... so that at zero cruising speed there will be no inertial push, at limited speed it will be negligible, but at moderate/high speed the effect will show/annoy strongly] . Chances are you will hit a rock easily! (indirect danger) :-P So in that case, you will have to "compensate" the direction of your driving (or at least make a detour to be aligned with the wind etc...) during the sand- storm, and reduce your speed to not damage your buggy... but the smart decision should be to wait it out in your stopped vehicle (but have you got the resource for it on you/trailer? XD)

Here are my ideas to help you make the sandstorm more potent/intuitive without annoying too much players! Hope you love it Cairn4! (and Players reading that! Tell us if you like these ideas below! :-D) =^^=

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i thought of the "radiation storm" too AWTGTS! :-D I think it is a great idea!

There is already a "rain storm" (with lightning! :->) so i think it will be confusing to add an "radiation rain" too IMO... But i was thinking of a "aurora/solar_flare event" (a good way to show a nice graphical effect here! hahaha) that is a "radiation event" too! In the beginning the aurora can be sweet green (pale, but greener & greener with time)... but at a random moment it turns violet/fushia (higher density/energy,;because red is lower than green in energy/frequency so it doesn't make sense lol) and damages the player little by little while outdoors (but no so much to kill it in one event; but in a weakened state, it could very be be fatal! :-X)

It should be a fun "OMG  i MUST go to base NOW!" moment! hahaha! more fear than harm here lol X'D (even more if the player doesn't notice the faint green color at the beginning around the screen or "the special sun flare effect" hahaha; or forgot that the purple/violet/indigo/fushia one is dangerous after that! Maybe having a 25% chance that the "violent/violet one" after the green does not show up is a good trick too! B-] )

If in a vehicle in a long travel, the player could take (in inventory or trailer) a room & airlock just to survive/shelter the "bad aurora"... the aurora could boost the input of "solar panels" temporarily (150/200%!), even damage/break a random % of them (can repair it after, like the other event). It could be a nice touch! (taking a solar panel in case of an aurora/flare with a mini-base setup could save your life! and the smart ones could use the max output of panels to craft some heavy gears at once or max charge batteries! B-) )

Aurora should be occurring at night too (maybe only at night for the best visual?), to illuminate randomly a "dark moment" (the players don't like night! lol) with a strange/colorful atmospheric moment! ( a greenish/purplish halo night... :-O ) :-D It would be so cool! (and unexpected the first time!Panic guarantied! héhéhé)


Hello! Like suggested in the FAQ, i post the bug to help:

It is happening each time to me (Win 10 x64 pro), and it is easy to reproduce:

Set a pile of items (the same ones obviously, if not it doesn't "stack") on the floor... (if you pick it up after wihtout "save & quitting", no problem... there are here with the right numbers for the stack)... but save & quit... and even without exiting the game (on the menu), load the current game and you will see the item on the floor but there is only "one"! the stack is gone! (the first time i lost 5 artifact! :-O OMG! lol)

I tested with artifacts, wood... same thing; i think it is the case for every items in the game. I think the autosave doesn't include the number of items on the floor for the stack. (may be easy to resolve! B-]

Glad to Help! =^^=

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I would like to add "an automatic" idea/correction (easy to code) for the game that will help player:

I remarked that the "auto airlock" doesn't function as intuitively intended: I use generally multiples airlocks on my base (min 2), and when i enter from an auto-one... the others auto-airlocks should automatically switch to "leave mode" (because there only the one cat in here, and when it is indoor, he can only go outdoors! XD) And the opposite when i leave via an airlock.

Sooo... the auto airlocks should "check" if the cat is indoor/outdoor and switch to leave/enter mode all at once! (if there is a normal airlock, it doesn't switch obviously... but the 'auto-others' should it do even if we walk-in via a normal one! it is intuitive like that.) I think it would add the "auto feeling" that we want to feel with multiple auto-airlocks in our Epic base! B-] (for not much coding!)

Yeah, i agree with you Make-aFace! "Changing tools skill" should be a bonus (because it takes ressources to make them and keeping them in the inventory etc...)
I would like to see different speed times for different tools on differents thingz (easy to code i think)... but keeping it coherent & "easy to remember/intuitive":

- Axe should be the fastest on barren-wood & trees (x3 times by hand; x2 shovel & jackhammer)

- Shovel should be the fastest on plants (herbs, bulb)  (x3 time by hand; x2 by axe; No jackHammer allowed for that...)

- JackHammer should be the fastest on rock (little ones on the ground) (x2 times by shovel for the little ones; x3 by hands ) [for the large ones, only the JH can break them!]

- Bare Hands should be the fastest to pick fruit & ice (maybe x2 for other tools  because the added penalty is that it consumes the tools for nothing gained). Maybe like Mak-a-Face says, it could give a 25/50% chance to pick an additionnal fruit & ice (delicate picking saves ressources on fragile things in nature etc... havested blueberries with a jackhammer lately?!... so you already know! ;-) i tried to harvest pure snow/ice with a shovel one time... and i had a bunch of stones & mud with it!! :-O Too bulky! )

For artifacts, i think amplifying the rule here is good-gameplay design: Forever by hands (like 15/20s min),  10s by Axe (not adapted but not so dumb), 7s by shovel & 4s by JH (powertool of tiers 3 here!). The time can be intuitively adapted to "feel nice with the good tool involved" etc... (and "not so nice" with other thingz lol And "hellish long" with the worst tool hihihi; and then when thinking about it 3 sec the player must say "yeahhh, in real-life i would do that with that tool! it makes sense!")

To increase the strategy/fun, why not Maybe a 25% chance to fail to pick it for the worst items? (you can do it again, but failing in series unluckly will be the nightmare! lol :-D)

Just a simple thing to add too: The seed for the herb should be "the green one", and the "brown one" for the bulb. When player do not know which is which, we always go by colors (like the fruit one which is an orange seed) and it is very strange to me that the 100% green herb have a braown seed, and the overly brown bulb have a green one... It is just wrong ;-P X'D

Hope Cairn4 see this! =^^=
Have a nice day, and thanx for this wonderful/cheerfull game! =^^=