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My impression/Improvements?

A topic by Hollena created Jul 14, 2017 Views: 505 Replies: 7
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First, I'd like to say this game is already showing plenty of compromise! It is pretty fun and relaxed. Here are some suggestions/future implementations I think would be cool.

  • Able to marry townies/Start a family
  • Ability to own houses as well as run the workshop, maybe upgrade the work shop so there is multiple levels?
  • Balance out the economy a bit more. I know this is a very delicate thing but I think most of the resources selling for only 1g is a bit unsatisfying. 
  • Lower price on entering the ruins? 
  • More resources please! I've cleared all of the big rocks and have pretty much run out of ways to get a lot of stone except for the ancient ruins.
  • Owning the monsters/creatures as pets that follow you around?

I will edit this more if I think of anything else. Thank you for your progress so far!

I agree with lowering the price to enter the ruins, at least maybe for the first time. Like the guy giving you a trial run of the scanner/jet pack. After I gained enough copper from the first trip, it made things easier to price out after that.

As for the stones/trees, they are suppose to come back each day, but it seems both of ours are bugged so they aren't.


Balance out economy by having competition since the world is kind of organic, if you begin farming to "Farm" money, a NPC could possibly undercut you with lower prices to product, so you'll have to adjust what you sell..a smart competitive economy can make things interesting.

I totally agree! I'm definitely drawn to games that have dynamic / organic systems like what you're suggesting here. A competitive, dynamic economy would definitely make running a business sim even more satisfying to play hours and hours on end  - forcing the player to be strategic about which items to craft or materials to find (based on whatever the current demand looks like).

While I don't think it is at all necessary to lower the cost of entering the ruins, I did struggle a bit coming up with the initial gold until I realized I should just sell one of my extra stacks of 99 stone from my many days of resource node farming. Perhaps your first time in the mines, or perhaps one day per week, the maintenance fee is halved?

Alternatively, having some easier early-game commissions that don't require copper, such as stone stools/tables, that could easily be made with a single day's worth of resource gathering, that gives 10-30g rewards, at least for the first ingame month; that way, a new player could easily earn that initial 80g in a few days, possibly even get into the mine by the end of their first wee if they're lucky. It definitely shouldn't be TOO easy though; I like the fact that you have to put in effort to earn your way into the mine, and it makes you think carefully about whether you can take best advantage of going into the mine that day. On that note, we absolutely need a way to cancel accepted commissions - if that's already a feature in place, I've failed to find it thusfar.

I love the idea of local competition suggested above, too. You do have a competitor living in town with you - your top competitor, even, and Higgins has been shown to cheat the system when he can, ruthless as he is. However, it might be tricky to implement. Perhaps if there was the ability to open an actual in-town shop that you stocked with items, and Higgins (and maybe other characters) did the same, with a limited rotating inventory, and NPCs went around the shops during the day buying based off of loyalty. You can fill this shop with items made in your workshop, or any items really (but, perhaps, you could get small amounts of commerce guild prestige by selling actual proper workshop items from your town shop), and man it whenever you, possibly even hire someone from the town to work the stall for you? (Something that your spouse or child could help with doing, if that all is implemented.) You'd have to actually work to earn the townsfolks' loyalty by both making friends with them and also filling any commissions on time. If you fail to fulfill a commission from them on time, their loyalty would go down a lot, and they'd be more likely to buy from your competitors - other NPC shops. The entirety of this would require adding small micro-commissions that the townsfolk request a lot from you - such as wooden or stone furniture items, or even just collection quests, like bringing them some fabric or fruit or raw material, depending on that individual's habbits and needs and likes and what-not - but I think that that would be great, even without a shop stall to run.

Thanks, guys! I was just remembering the competition in the game from that one scene, it would be cool to see competitions farms/workshops progressively getting bigger the more successful they are when seasons pass (or no progression if they aren't as successful. With competing for the best produce/product.

It'd also be nice to see other NPC chopping, herding animals, growing produce and actually working in the world. It's just a great technique to make people not get overly rich when the NPC are smart enough to try to undercut you.

Oh man, this, definitely this. When writing my previous post I was thinking of how interesting it might be to see NPCs competing with the player for resources. Not everyday, that could get annoying, but maybe once or twice a week they go out to collect or chop wood, stone, plants, even fish and fight monsters. I'd argue that they shouldn't be allowed to do that on property the player owns, but everywhere else is free game. So you could chose to try to get to those nodes first on those days, or let them if you want to make it a bit trickier for yourself, let them actively compete with you. 

It'd be cool to see all of this with a friendship & rivalry system. So you could be friendly rivals/competition, or unfriendly. If the devs like the idea of loyalty that I suggested (I think in my previous post here) then putting all of those together would be really interesting. Like, "I know we're rivals and maybe not the best of friends, but you came through for me when we needed your help" and so on.

Yup! hope the dev takes a look at this it's really a creative way to do things