Обнова топовая. Но немного непонятна добавлення механика репутации с арералами. Сижу 24\7 на этом сайте, но я всё ещё не до конца понял, что и как

Gather unknown signals from deep space · By
I just want you to know I've been ranting nonstop to my friends about how perfect this game is.
I'm a weirdo who mods Skyrim until it turns into "camping in the woods freezing to death" simulator - who grew up playing 'House' in videogames that absolutely were not designed to play 'House' (hoarding bananas like food in the og Mario Kart 64) - who craves an immersive sim that really scratches that itch. And boy, does this do that.
The mechanics to clean up and decorate the base make me giddy, dragging a bucket of water and a sponge only to spill the water halfway down the hall. I lost my shit when I realized I could not only microwave my food (in a working microwave with a rotating platter!), but I could accidentally over-microwave my food and burn myself trying to eat it. I saw an entity on the radar and turned to sprint towards the door to go chase it down, and tripped over a drive box I'd thoughtlessly left on the floor.
There's magic in this game, and I hope you know we see it. Not just the cool alien shit, but every detail you've no doubt spent countless hours implementing and perfecting. Thank you for all your hard work, and I look forward to whatever you've got planned for the future.
I dare call this game an immersive sim. I adore everything you've all done with it so far, there's so much I have to rave about.
>> Lots of spoilers though for anyone reading. <<
You have a real skill for making things so grand and awesome, Pyramid was an amazing sight and the Golden Wisps felt like such a threat that I coddled myself and all my most important belongings up in the bedroom, just listening to the radio and watching the stars until things blew over, and all of that culminating in Pyramid's appearance made it feel like the valley forest was rid of an evil, especially from the max reputation gift. Your worldbuilding is top-notch, it's so subtle yet so vast, it makes you think, "What else could be out there?" "Are these two planning a resistance?" "How did these frankly very marketable plushie collectables get where they are?" It's amazing. The silliness of the game is also wonderful, I can imagine Dr. Kellen being the protagonist in a chronological animated comedy horror series, tripping over things while running for his life from nothing one moment, then sitting at his desk wide eyed while listening to horrifying processed signals, holding onto his Ariral plushies the next.
This is in pre-alpha 0.7.0 and is Name Your Price. I so badly regret not having a credit card yet, I'd gladly pay for this wonderful experience of a game. You've gone above and beyond with this so far and I cannot wait one bit to see how the forest shapes up through development. Now onto actual ideas, the reputation system is wonderful and I hope it'll be expanded upon in the future.
Maybe some sort of event where, at max reputation, an Ariral directly uncloaks near and hugs the player while at their desk or doing something specific, catching them off guard with a delightful scare while they're busy. If you plan on giving the Rozitals the Rep system, maybe they could send the little guard bots to your base to scout for you, and you have to hide inside and put things like curtains over your windows so you can keep working. - By the way, Esraniki's gift made me feel so warm, and now I just love the Arirals even more.
Small side bits, I played this with day length increased to 128%, I think it'd be a wonderful idea to finish that. I also experienced a large decrease in frames when in the new base, then again this build is highly experimental to my knowledge. That being said the new base is something you warm up to, which I think is the best way it could be handled for this game.
What if you leaned into the coziness of the game a bit, adding a blanket for the player to wrap up in, maybe a hot cocoa bag for the coffee maker. And this is a huge reaching idea - I can't believe this game is still in pre-alpha - but maybe a seasonal system, I take this game takes place in a northern forested area, so I think it'd make sense for winter snow. Maybe upgrades to the ATV to add a snow plough, a rake reskin for the broom to rake up leaves into piles like the trash balls so you can dive into them and break a fall.
I do hope development carries on well for everyone, and be careful with your scope on things. Demotivation is the worst.
WORRY NO
GAME GOOD, MAKE A ADDICT
DO BREAKS
LUCK
Lots of forum posts with people struggling to free items and garbage and such stuck in weird places... perhaps there is an opportunity to add a new item to help that doesn't feel cheaty? Perhaps an object/small item that you can steal from the arirals that will warp everything (furniture, objects, even entities like kerfus) in a small radius around it back to their treehouse a few meters off the ground? And it would also give a better way handle the stolen objects from arirals instantly teleporting back to their base- after kicking your teeth in, they would use the warp item to teleport their stolen stuff and anything of yours unfortunate enough to be around it back to their treehouse?
Definitely technically complicated but I feel it would help a lot with the FAQs about this stuff and save object resetting (yikes)/fetching items to stuff in the mailbox killing the vibe
CONTAINS SPOILERS
This is my first time playing, and I've only experienced the game prior through watching twitch streams on day ~30ish prior to this update. I played until day 50. I mention a few times about looking up secrets. The secrets I looked up were how to enter the dark hole in the cave, how to enter the bunker, and places to dig up items like the EMF detector. I do feel like I cheated with the EMF reader, since it's right next to a POI, which I could have found without a guide had I more patience, and I probably would have found the keycard had I put more effort into investigating the bunker.
I enjoyed the game a lot. Discovering secrets was really fun and satisfying when there was some indication that a spot HAD a secret. It felt like putting a puzzle together. You have really good game design intuition and it shows through how addicted I was to the game. There was a few moments where I just stared at my screen in disbelief because of how well some events just flowed into the game.
Observations and feedback and incoherent brain dump about the game:
After sinking an ungodly amount of hours into 0.7 I want to say that this version is amazing. The new base is at the peak of being comfy and unnerving at the same time for me. Has to do with those monotone concrete walls and murals all over the place.
I do not know if the ATV is made to be so jumpy and prone to 180 degree turns at high speeds, but it seems to do so more than in 0.6.3 and before. The pressure washer is slower than the ultimate bucket+sponge, which is disappointing since I had to steal in from the space catgirls to test out (but maybe that is the point). Other than that, I think that a cheat or a tool in sandbox mode that cleans up all the trash at least inside the base is a must. I am somewhat tired of cleaning up this dump over three different save files just in this version alone.
Otherwise, great stuff, devs! Can't wait for what you have stored for us next, both in gameplay and storywise. Been a while since I was this invested in a game.
P.S.: Looking out for an ariral ending in the finished game because of a certain reputation event ( ͡° ͜ʖ ͡° )
День добрый. Дай больше места холодильнику. Иногда с ним что-то происходит и он перестает нормально открываться. Как ни пытаюсь открыть дверь - она о что-то стучится(судя по звукам) и захлопывается обратно, из-за чего очень трудно что-то взять или положить. Предполагаю, что дело в нехватке места, из-за чего дверь стучится в стену справа от холодильника.
Так же добавлю проблему чисто от себя: Играю на относительно слабом ноуте, поэтому все настройки выкручены на 0, а разрешение ставлю на 50-60 для хотя бы стабильных 20-25. Текст на экранах с таким разрешением, естественно, не видно. Но во время событий возможность паузы, а соответственно, и настроек заблокирована. И бывает такое, что не могу нормально разобрать текст письма/хэш-кода и прочее. Или наоборот - снизить разрешение для повышения ФПС. Такая вот личная проблема.
I love the new base, the basement had me on edge the first time I went down it was great! I love the new garage location and what you've done with the stair case to create the same unease as the old hole did but I do have some feedback; most is immersion related. (I do draw comparisons to the old base but I still prefer this new one) I did write a lot so I've boldened parts to it can be skimmed.
(Non-base related)
The (removal of) ATV Knockdown - The game had an incredible piece of emergent gameplay, I hope it can return and I hope I can find a way to do it justice in text. It has to do with how pursuits play out and how the game's systems played into them to make for a high tension and immersive experience. The ATV came with a great risk/reward feature. This came partially from being able to knock yourself off the ATV, partially from the environment we're driving it in, and partially from the lack of damage we'd take from these collisions. The bottom of it is, the forest is treacherous so when navigating normally you have take your time to get between trees. When you're being pursued it created this emergent gameplay I love: "Do I take it slow and safe, risking the thing catching up but staying on the ATV or Do I try and boost to escape losing maneuverability and risking hitting a tree". Hitting a tree became a punishment in the place damage typically takes and created an incredible horror experience with frantic re-orientation and split second decision making if you did collide with something. By extension this lead to moments of "Do I try and find my ATV or do I run and hope I'm fast enough" ATV knockdowns made you vulnerable, it was exhilarating and felt like a natural world interaction. I miss the ATV knockdown and I hope it's revisited. It managed to create the game equivalent of a protagonist tripping during a chase in a horror movie with all the excitement and frustration you'd expect but I think overall contributed to a positive horror experience. I do also hope that if it's revisited that the player doesn't take damage from the collision, as the chase between you and the entities should be the stars of those scenarios, the knockdown is punishment enough.
(Base Related)
Kitchen Cabinet Doors - I think they're an unnecessary interaction cost for the player. I don't know if it's a design choice to be tied into a future event but I think the swinging doors should be used a little more conservatively. Their awkwardness takes out you of it, but I do very much love the physicality of storing items in the gameworld so it would be nice even if they just became open shelves. It obviously isn't realistic, but I think a gameworld that feels natural to interact with physically creates a much more immersive experience than a 1:1 realistic one.
Room Separation/Overall Size - I hope we get a little more space in commonly used areas of the base for customization. One of the greatest strengths of the original was the large open rooms (both the bedroom and the terminal room). I loved using the furniture to create my own areas within it (the pre-existing walls helped with that as well). I had a corner with the corkboard and printer to document sightings, I had a corner dedicated to hard drives, and just a decorative corner as well and my room was decked out with things I'd found or other decorations You could tailor the space to how you were playing the game and none of it was a hassle to interact with because it was right there in the same room (Corkboard for example. It didn't matter if an event trashed that space, since it was right beside the main terminals I was more than happy to reconfigure or restore it while waiting on signals same with the bedroom). The new base is a lot bigger but it's very segmented and it's largest area (the hallways) I can see serving a gameplay purpose for events but we've lost a lot of practical player useability (and the larger base makes it more of a chore to fix things in other rooms). We've lost a lot of space in high traffic areas to customize and it's a bit of a bummer. Now it might seems silly to be talking like this about customization but it does play a big role in the horror aspect. You make the base your own, it creates a false sense of security as you create a 'safe' feeling space for yourself. It really lets you pull the rug from under the player when events occur in the base or something happens within it while they're out of the base.
Decal Vents - it sounds weird but, they take me out of the game. Decals are used throughout to add more detail but I think a good strength of the old base's bare minimum design was pretty much every detail (minus the floor drains) were physically there in some way. This is great for the horror, because it doesn't matter if the vents were tied to any events; just the fact that they were there and the idea that maybe some monster could use them added to a sense of paranoia in the base. It also just adds a layer of physicality to the base, selling the player on the idea that it is a tangible place that you're in and immerses you. The 2D vent decals just yell "Hey, don't forget this is a game world!"
These are a bit of small nit picks but I don't know the intentions for the design so really don't want make a concrete judgement on the base as a whole. Overall the base feels less natural to interact with, the larger base and new rooms I think open up great opportunity for future events within the base. I do find the overall size of the base paired detrimental to the (in-game) day-to-day experiences of the player, just because of the much higher interaction cost to do anything within it now. It really seems just to open up design questions for the base. a large base is great for longer events, but are they frequent enough to justify the size? Does the larger size events/mystery outweigh the associated player fatigue from the higher interaction costs to play within it? What's the balance between physically simulated gameworld interactions, game performance and realism?
I really hope you don't take any of this as being overly critical. I feel the need to stress that you've managed to make a game that I can simultaneously jump fling myself off mountains and towers unscathed not only immersive but also incredibly scary. The way you blur the line between the game and it's world and interconnected them in the horror has really lead to a one of the kind horror experience.