
Wagyu_Dev
338
Posts
2
Topics
70
Followers
146
Following
A member registered Apr 26, 2021 · View creator page →
Creator of
Bite-sized farming game with slight horror elements. The work never ends.
Simulation
Glenrosa is a turn-based card game where you grow a beautiful garden to defeat your opponent.
Card Game
Lead a group of travelers on a cross-country road trip in a world full of deadly robots
Strategy
Recent community posts
It was quite enjoyable. Looking forward to post-jam updates. Speaking of, I found several minor bugs:
- You should set the current hovered interactable to null when the player isn't looking at any interactables. Currently, I can play the monologue for the cooked family inside the house while I'm nowhere near them by pressing E.
- I equipped and unequipped a tomato seed item and it got stuck on screen for the rest of the game
Of course man, I'm happy to give feedback much as I can. I also saw some of your screenshots on discord and this was the first game I tried lol. I'll be checking out your other games at some point too, really love your art style. Oh and for the wood stuff I was thinking, instead of lowering the amount required it would probably be more interesting to add new unique ways to harvest wood.
Great execution, love how it's completely dark at night. Audio and VFX feel good. Only problem is you literally have no reason to plant anywhere else but closest to the enemy spawn point. I then realized that you can plant on top of another plant so I just put all my units in that one square and it's over at that point. I couldn't even see the enemies no more.
Solid atmosphere, love the billboarding. Great feel on the rifle. I was about to comment on the camera but zikoundou already did so I won't. It was a bit unclear whether or not you need to water the crops and which crops have been watered. The inventory system feels a little to stingy, I guess it adds to the horror but it kinda gets in the way of farming and exploration. Maybe add a storage chest at home. I liked this entry, most intense game I've played so far in this jam.
Cute and cozy. Simple but fun farming mechanics. I love the pixel art, feels really polished. My only gripe is the controls. Given the game's quick pace I would change the interact button to any of the mouse buttons or even space bar so you don't have to juggle between WASD and E. This is fine if the main mechanic doesn't revolve around pressing E. Overall a solid entry, one of my favorites.
Okay first of all, congrats on releasing your first game, you should be proud as this is very well made. I love the darkwood style lighting system, really adds to the atmosphere. Super interesting premise too. I have some feedbacks that might help improve the player experience:
- It was quite unclear what you need to plant seed. I tried pressing E like 50 times before realizing that you need to plant them near a lantern. Things like this might be clear to you as the developer, but you need to communicate it to the player, at least if it's not something intuitively real like "attacked = hurt" type of thing. Off the top of my head, you could communicate that planting requires lantern by adding some sort of highlights in radius around the lanterns. You should also add an error message when pressing E while not close to a lantern, something along the lines of "You need light to plant" or something.
- Super important UI elements should not be obscured at any point. I'm talking about this one in particular:
That screenshot is a little hard to see but that's exactly my point.
- You should make controls that are simple but intuitive. There's no reason to make harvest and plant 2 different buttons. Especially when those two buttons occupy the same finger (index finger for E and F, plus WASD). We're trying to play a farming game, not play twisters with our fingers. Make it contextual. What I mean by this is that try making one button do all the leg work. Or picture this, how about planting by using the mouse seeing as the cursor is always visible instead of planting where your character is at. I truly thing it would make it way more intuitive to plant, you don't have to position your player just right and then having to move your index finger from D to E.
But yeah I don't want to overwhelm you with feedbacks so I will leave it at those. Hope I can be somewhat helpful in your game dev journey and keep grinding, love what I'm seeing so far.
I wanted to play this game as soon as I saw that one screenshot on discord. Love the style but as some people have suggested the text do feel hard to read. I also wish there were audio, I like seeing numbers go up but I also like hearing numbers go up. Other than those I enjoyed this game immensely.
Mobius Outpost: Farming Beneath the Surface jam comments · Posted in Mobius Outpost: Farming Beneath the Surface jam comments
Absolutely one of my favorite games in the jam. Movement feels really good and unique, which also ties into the planting requirements of some crops. Love the simple art style and the animations on the robot, the little item drop spinning animation, really polished. It's crazy how you managed to develop so many features in under a month. Overall an exceptional entry. I only have some minor feedbacks to give:
- Weather and day/night system doesn't feel as impactful as they could be. You spend most of your time inside the volcano or turning in quests/deliveries so I don't see the point of a changing weather. The radiation period only serves as a waiting time for when you need to turn in deliveries or progress the tutorial. Speaking of, I think the tutorial guy should teleport/appear at where you complete a task so you don't have to backtrack all the way back. By that logic, the crafting bench should also be portable. I'm pretty sure it's a jam limitation so I completely understand.
- The cutting audio frequency peaks a little so it gets distorted.
This is a hard game, I played 12 days of this and saw no progress lmao. I love the little attention to details like swaying grass and the HQ eye following the mouse cursor. The music is really nice too, reminds me of Rimworld. I feel like there is room for improvements to lessen the friction of player interaction:
- Important informations like your credits and the send salvage team button should be visible at all times. There is no reason to make it a separate menu. This is especially true considering the game is time based where every second counts.
- The balancing is a bit off. Crops die from being stressed when enemies are near and that's okay. But the thing is, each crop takes a significant investment. The fungus, which is supposed to be your best line of defense, doesn't do nearly enough to justify their price point. This game is hard for the wrong reasons. I can't scale my farm but I'm also not losing because the HQ is overpowered, so I just spent majority of the time waiting for the night to end while the HQ slowly fires at enemies. I tried farming potatoes early and that doesn't help at all because they keep dying without fungi, and when I do plant fungi they die every night. So what gives? maybe this is intentional, maybe this is how it really how farming would be like in a nuclear winter, idk.
- Why take away controls at night time? it would've been fun trying to desperately plant fungus at night while enemies are attacking, no? Again, most of my playtime was spent looking at the HQ shooting slowly at stuff. The day time feels way too short which is unfair.
Overall, this is a well made entry held back by balance issues and questionable design decisions. I still enjoyed my time with it and I hope y'all will keep updating this game. I hope I'm not too harsh with my words, I'm hella passionate.
Solid incremental game. Progression feels good, I could play this for hours. I appreciate the little details like the little animation when switching mushroom and the music transition when pausing, these really add to the polished feel of the game. However, I have some points that could improve the overall experience:
- Passive secondary income is very important for incremental games like this. It gives the player a sense that no time is wasted, that they're always making progress. This is currently not present and there are quite a bit of downtime waiting for your shrooms to grow.
- Upgrade pacing could be better. You need to time it so that times between upgrades are not too long. Ideally, upgrades should give the player that "breakthrough" moment every now and then.
Off the top of my head, those are the only feedbacks I have. I want to mention that I really love that you included these mushroom "lore", really interesting to read. Speaking of, you wrote those in English. why did you make the page fully in arabic 😭
Audio is superb, art style is cohesive and very nice to look at. I don't mind the heavy use of the color pink because it makes the important stuff stand out and I see this as more of a chill second monitor game. The lore tidbits are well written and it's actually exciting when you find a new lore recording.
Really good gameplay loop. Feels almost like Satisfactory the way it gives you a new goal to work towards to unlock new resources to build more new stuff. Love how you can just run into trees to get wood, but this later becomes tedious once you need a lot of wood. And I'm sure this is a jam thing but there are some trees near the outskirts (and I found 1 near the center) that do not drop wood.
I'm also a little unsure about the energy system as it hinders the flow a bit. Maybe add a more noticeable prompt or alarm when those wind turbines are full. However, I truly think it would be better to not make the player manually harvest those turbines and instead just make them automatically distribute energy to nearby crops. This would give the player some downtime to be able to explore the map. Overall a very pleasant and enjoyable experience.
Short but I really enjoyed the narrative. Audio design is also on point. Character art is so good and unique. I don't know how I feel about the 1 bit pixel art background tho, not really a fan tbh. But still, great job and good luck on the jam. Remind me to leave a rating on the main page once the jam ends.
I think I need a phd to play this game, so I can only comment on what I understand. I love the art, it is really good and unique. The worldbuilding is superb, great writing too. My problem was with the onboarding. It is unclear what you're supposed to do once the dialog has ended. In a fairly complex game, It's always a good idea to put the current objective on screen at all times, especially in the tutorial level. If it wasn't for Palin_drome's comment, I wouldn't know what to interact with. I understand that you wanted the player to do certain things in the tutorial in order but disabling the other interactable objects while still showing their sprites is really detrimental to the player's experience. If you don't want the player to interact with certain things, then don't show those things at all. Make them appear gradually.
Anyway, this appears to be a cool game but the onboarding process is hurting the player experience at the moment. Good luck on the jam. I would advise doing playtesting with your friends or people from the discord. It's hard to know which systems are intuitive especially if you're a solo developer.
Okay I finished it, the game looks really good. The interaction system is excellent. This game is oozing with style. But it is quite short, which is a shame because I was really enjoying the environment. I'm guessing y'all didn't get to work on this for the whole 2 weeks? Anyway, great submission. I enjoyed reading through the magazine and figuring out the symbol for the meds. Face in the mirror is cursed.
Feel free to remind me to leave a rating on the main page once the jam is over. Good luck.












