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A member registered Jan 23, 2019

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Those are some very good (& clean) ideas!

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So i am late-game with many colored dots on the map, and i am wondering were to go  to swoop specific ressources  (in a dense area with that even better), even combining 2 types for one travel etc... Some are very visible (purple, green, orange), some less (shade of greys, shade of yelllows, shade of blues). I was looking for scrap metal (hardest to see in the middle of all!)... Then it hits me!   

*BOINK! ʕ→ᴥ←ʔ*

Why not use/change the "radar/navigation tower" (left click) to also scan/open the map, and select a ressource (in a menu) to "look-for" (a good cluster luckily)... which could then blink in a fluo color (full red, green, blue, or pink for example) to easily locate them! (amongst many others). There is no "click usage" for that building, so a good addition/idea IMO! ʕ•́ᴥ•̀ʔ (player friendly and all that)

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Just an idea, but i was wondering if the artefacts could have a "pseudo-random" value (>=3  & <=7) upon scanning and showing the picture of it; The average would be 5 so, but being lucky or not could change the flow of your updating etc... (and the search for artefacts would be more interesting, less linear etc... players would think "maybe i found a good one this time?!". Finally, "adding points" to the total should feel like "science/discovery", more than "unlocking with a block". Could be nice! ʕ•ɷ•ʔ ).

Something like this maybe for pseudo-randomness:  

[ 3pts=>10%    4pts=>20%      5pts=>40%       6pts=>20%     7pts=>10% ]

(to counter-balance too much luck or misery lol) Just to add some spices to all that, and to justify  "scanning" the moony thingy! ʕ→ᴥ←ʔ

Hihihi. You evil genius! ʕ•ᴥᵕʔ

Good "beta testing" though! catz thankx ya for your service! (=⚈ᆽ⚈=)∫

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Seems to be a good idea to had  various "points incentive" mini-missions! ʕ✧ᴥ✧ʔ (to replace/counter-balance some big-radius searching for the middle-game artefacts, before having a vehicule, or prefering that slow types of stuff  to make points etc...)

Maybe have a system to replace one mission per day if not fitting for us? (if they are "static", and not replace day by day)

If one do not care for that, they will skip it... so no worries here (no pain, no gain? lol).

One last thing to Cairn4: The change in v0.53 to build a rocket to "finish the mission & go home" was a good addition i think (love it!)  to galvanise the flow of the game, add an extra layer of crafting (easier with all the upgrades to do!), and a final solid goal (doubled by an interesting mecanic to reach a far away base!) Way to go! *clapclapclap*

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Yeah, the slugs are interesting to fight! ʕ✧ᴥ✧ʔ Love Them! 

Good job on the v0.53 version! ʕづ•ᴥ•ʔづ♥

The dozer is a tank now, which is fitting for destroying "little annoying critters"! I like that too!

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In addition, when using the paintbrush to paint "special rooms", the left-click of the mouse  also "trigger the crafting window" of said rooms/bench... it is a little unsettling! ʕᵔᴥᵔ࣢ʔ 

Thinking about that, i would make the paintbrush "standalone" (no interfering with crafting) paints with left click , and deactivate too the normal right click (remove object on said tile) to quickly pass to the next color! ʕᵔᴥᵔʔ It seems smoother that way (and intuitive?!). Moving the mouse to select the tiny square for a color is a little cumbersome i observed! ʕ-ᴥ-ʔ An easy alternative like  right-click should help! <3

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So i came across an easily noticeable/reproductible bug with the paint-brush (which is much appreciated by the way for a little customisation!).

I painted  my base green, and i noticed if i quit & re-load (no need to quit the program) some rooms go back to the default color. It is only the "craftbench interior room", "Chemistry Lab", "interior-garden patches", & "reservoirs" for the moment. I saw that is was always the same  type of rooms that are problematic... (blank rooms, "fan rooms", "stockage rooms",  and airlocks seems to retain their colors ) But they should all be tested! ʕ•ᴥᵕʔ

I guess it is only a variable that is lost in the saving-reloading process etc... should be easy to see & fix!  ₍ᐢ•ﻌ•ᐢ₎

I think it is a good idea! ʕ✧ᴥ✧ʔ (could make night travel a nice ambience!)

Thankx Cairn4 for fixing/upgrading the Drill-Dozer <3! (destroys dead-trees now! Very useful to make roads & clear base-space now! Hourray!)

To Ameey: You can with the buggy (with enough speed) "one_shot/kill" a rock-crab/roaches by hiting it. But with the drill-dozer, no luck; Even with the "grinding front-jaws active", it comically spits it out at the back unharmed! XD Could be fun to kill it that way in the future ;-) ! (because it is not so easy to have one just in front of you... with the slow turn & backing speeds of the Dozer! Seems satisfying when that goes well! :-P )

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Yep, it is not explained! ;-) Fair point! (the items are "trembling" in the sand-storm,  pointing to that "blurred danger" but that's all! :-P) A line in the tutorial warning about "items on the ground could disappear" could be nice! You had no luck that your first loss was an artifact, but generally players found about that with a "random object" that they didn't need. :-D The game has an "explorating feeling" to it, and you must understand some things by yourself (beware of lightning storms too BTW! hahaha).

I tried/test_run a "quick storage module play", and it takes me about 15/20m to unlock it. Most of the time the 1st artefact is near your landing spot (to quickly convey their existence to you!), and after creating a smelter, you can have the "reasearch lab" (artifact scanner) rapidly. The only thing that can be tricky here, is finding the second needed artifact around your base at some distance! (@_@) But it is an "early game" unlocking here nonetheless. (two artifacts needed only)

It forces you to manage your inventory so; and be limited by it in very early game. (first times i played, i had a whole inventory on the ground thinking "Ho, i don't need storage at all! why bother with it?!" hahaha. And then i saw the sandstorm eating random objetcs on the ground! :-O And so i learned! The experience here is understanding that fact, and thinking about/toward a "safe storage" early in the game next time (that focalises you toward the next useful goal, to search artifacts and venture around... that is a good mecanic/flow for the game IMO!) =^^=

You must also decide/balance the choices of having (when collecting artefacts) sotrages, or other priorities (like better foods, better tools, paving, etc...) which adds depth to the early strategy of the game too. (you can play differently a few times to optimise all that! And find your playstyle!)

Yes, it is intended. (for some time now).

It is to emphase that the ground is not a "inventory of fortune" (it works for a short time to organise construction or free some  space, but if a rare sandstorm begins, you must hurry to pick all up!) If you want a safe  inventory, create a stockage-module! (with a few metal-ores)  It adds value to the latter (beyond practicality). 

The game is all-too-easy (friendly) with the player on a lot of things, so it is quite alright IMO. =^^=

I agree on that topic. 

But i think Cairn4 gave himself some room to implement later mini-upgrades if needed! =^^=

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It's me again, the neighboring  Kitty! XD

So i was testing further "The Dozer"™ , and i was happy to see that it could bulldoze directly "living tree"! So i was thinking "Ho it is great! To create roads easily, i will only need a shovel  to remove ore patches in the way, and everything else (that is not bulldozed, like plants & ice etc...) could be picked by hand! Nice!" and then... Dozer-San (Japanese suffix :-P) hit a "dead tree" :-OOO => Impossible to bulldoze! NOOooooo! *my world crumbles*.

So here, i don't think that is a feature... ?! (but an oversight?) It makes very sense that it can bulldoze trees in the way (and that is very useful!), but "dead trees" (aka "a less robust tree than a living tree, or a ROCK per definition") should be added to the mechanics of that too obviously! B->


For the record, i also notice for sprites that are not "blocking  the way" (like plants & mushroom here; the rest is fine)  for a vehicle... are not well hidden (like for an "ore patch" or "lost wood" where there is no problem) when "driving over". Especially the blue mushroom & the sour tuber (with the buggy) that are  respectively totally & 90% appearing on top (and at high speed, it is worse!) when we drive over it. For the green plant, the 'nose of the vehicle' hides it normally & then it "springs" back over again around the middle... :-P weird!

I hope that is useful! =^^=

Thank a lot! <3 o/

Please continue this awesome game (has a lot of potential & cuteness!) with your awesome quality & spirit! Wish you best success for that! B->

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A suggestion (than i can't make into a new topic alone, because it is sooo a joke in itself lol) is for the "granola bar" (15% speed boost! it is genius! love it!). 

The recipe is "one green seed + one brown seed" (imitating a "granola/cereal" bar!), but i think it lacks one thing XD the "fruit part" of the bar hahaha! (remember the dried-fruits in those "healthy/energy" bars?) I suggest for the joke of it, to add "+1 fruit" (very easy to collect, it is no big deal at all!) to the recipe for it to be "truthful"! hahaha. (i am against too many ingredients for a recipe, but here it makes the most funny sense! without a drag at all! XD It adds "profoundness" i think.)


I suggested long ago that the color of the seeds were changed too (brown & green!) to be coherent. Because when planting a green seed (later in our inventory or storage), we expect a "green grass" out of it... and for a brown seed, we naturally expect a "mostly brown tubercule"! (like the orange seed, for the orange tree/fruit! Make sense!). It is counter-intuitive (i was wondering what was going on early in the game with that! it confused me a great deal lol) i think it can be swap easily for the new players! <3 Please consider it! (i don't see a downside to that! apart re-coding it!).


In the middle-late game, we have also some "orange seeds" that are useless (one cat doesn't need more than 6 trees for the "regular fooding"), so i suggest an even more awesome power/granola-bar with a 30% speed boost with a intricate/costly recipe! (maybe "1 original bar + 2 /3 fruits + 2 orange seed" to boost it; like the "mushroom soup" that boosts for health the "original sour-tubercule soup" !)


I suggest too now that i am thinking of it... a "cooking station/oven" with the "cooking module" too to make meals (granola-bars, the different meals, etc... because it seems very weird to me to make/prepare it with the other dirty "tools & metal/technology"! A lovely kitchen module would be epic/cute! hahaha. =^^= (and make sense! (@_@) )

And like the orange fruits that are edible directly (for almost nothing in the hunger meter), i suggest adding (& replacing the "plant slop") to the "green plants" (space cabbage! yeah!) direct-edibility [or just make "a salad" per plant, if you want crafting to be required for that to not unbalance the early dynamics of the game) for the early game (hunger value like fruit maybe, maybe a little higher because more scarcity of it)  to make it more coherent & fun! (with raw fruits, transformed water & raw plants, it should be enough for the early game... but it will require a constant search/look_out for them, because of their low values for the hunger meter, and will be time-consuming/annoying to "eat" one by one..., which is funny/balanced i think for the early game! The eating-animation will work well and be admired often in that case! lol) 

In my opinion, even the first "plant meal/slop" is kind of advanced (you can live of it very easily searching only for plants all the time; its a life style here! but they are other options!), and one can rely on it very far into the game, making the "cooking update" not very tempting to take in the beginning in my opinion (for new players also).

One way to increase easily the difficulty & challenge of the game (without resources sliders for each resources type, that could be hard to code if all is well balanced/interdependent in the code, like discussed in the topic here : ) could be to have a simple "x2", "x3",  (etc...) difficulty option for the recipes (doubling the necessary ingredients for a recipe, for the x2 option obviously!). Should be easy enough to code i think, and make a difference for the players searching for a challenge! (that way it increased the gameplay ever more,  without deteriorating the relative balance of all things!) 

I agree with you for the "abundance of resources sliders" in the "world menu options" to tweak difficulty! (like wanting a ever-sunny planet but with scarce resources!) I suggest tweaking "food related stuff" (survival difficulty) , ore (crafting progress), rock (road & RTG making, landscape accessibility) & artifacts (overall progress) separately if possible  to adjust for different playing-styles! (for ex, if artefacts are scarce, you will need a vehicle ASAP to find them quickly! It can be combined with the "unlock tech tree" option to adjust for that increased difficulty and make worthy challenges!)

Thankx Cairn4 for the "weather/calamity sliders" in v0.51 by the way! (even if i think that the "max weather" setting could be harder; You could add one with "a very strong/infernal" option, to have maybe 66% chance to have a weather event in the day (maybe 33% weather-calamity at night which are dangerous! :-O )... so when there is a clear-sky day it feels like a "good fortune"! XD (i don't know well the setting for the "more/bad weather" option in v0.51, but after playing it 30 days in-game i had a 'feel for it' (and it is not enough! lol); maybe double it to make it more present in the "infernal weather option" for a challenge! B-) )

Hello Cairn4!

I was playing  " 71 MB  Version 0.51" and testing the dozer!  (seems a great idea!)

I had a handful of 'rocks & radioactive ore' in the trunk of the vehicle, and then saved the game & exited. When i loaded again, the trunk was EMPTY!  I tried again several times (viewing or not the content of the trunk before saving; just saving without quitting the game itself and load immediately after; playing the game with "run as administrator" too) and each time, the trunk was empty when loading my save. :'''-(

I think here reasonably ,that the content of the dozer storage is not (well) saved when the game is "saving & exiting" one way or another! :-O Nobody will like that! XD 

(sidenote suggestion: I would like to see in the game a simple "bin" to dispose of old/useless items, delete them so. There is no need to make another module i think, the "recycling machine" can do that for other things than "scraps" in my opinion, making it way useful! Maybe even for items made with metals give "bonus recycling scraps"  in the process?! Could serve a double purpose here! :-D)

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! =^^=