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Suggestion Box Sticky

A topic by Dasius created Jan 19, 2017 Views: 77,083 Replies: 1,111
Viewing posts 21 to 40 of 635 · Next page · Previous page · First page · Last page
(2 edits)

Thanks for the info. Good to see developers taking and replying to suggestions.

Speaking of suggestions, any suggestions for good linux games?

Developer

Hopefully in the near future, I can make a linux version. At the moment, I can only focus on a windows build.

(+1)

Hey! Awesome little demo/beta thing! It would be cool to craft shields as well, maybe even Armour? Also, Maces and morning stars. They are amazing

(+1)

so when i opened it it started steam vr (for some reason) but that made me think. VR support fir this would be awesome. ive heard that VR support in unreal engine is surprisingly simple, not sure though.

It opens for me too :P

(1 edit) (+1)

Really digging this! Played 0.0.5v and I would say these are my top suggestions:

  • snappier placement for anvil and work bench - anvil especially as it's fustrating when placing 3 ingots and they all fall off
  • the ordering menu was not intuitive- make it more obvious that you can scroll and maybe support mouse wheel scrolling (might be tricky since you are using mouse wheel to move held objects)
  • make the default walk speed the run speed and then bump up the run speed- I felt like I was crawling everywhere. An alternative might be to have a toggle for run/walk
  • add some sort of indicator when hovering over an object to let the player know it's going to be picked up when they click

That's all I have for now, but keep up the good work! I'm a developer myself and still haven't published a game (not even early access), so good on you!

(+3)

You need to add a brightness or gamma option. It's so dark I couldn't really see what I was doing ever.

(+3)

maybe resource gathering, where you have to use your own creation, also gems and gold trim found during adventures to make more money on the items

(1 edit) (+5)

An idea that I have seen that I agree with is snap-to placement on the anvil so ingots don't fall of so easily.

Another one that i've been thinking of is add a small town around the shop where you can go out and buy ingots and handles from physical stores so you don't just order them from a screen behind the building.

Besides that fun little game, look forward to future updates. :)

(Just found the Trello page so nvm on my town idea XD Now that I see what you have planned for it I'm very excited for its future)

Oooh another idea would be the ability to upgrade features of you shop, such as upgrade your furnace to have it heat ingots faster, etc.

(+1)

I think this game is a great game. Also I noticed that there is a girl that stands and looks inside the shop the a hello appears in the upper left hand corner. I also think you should have bandits or something. That would be a nice effect. Multiplayer would be cool too, but that a little further down the road i believe. Also i work with Unity and you're right about C# being a pain. This game really reminds me of the bee keeper simulator I'm Working on.

(+1)

Also a starting screen would be cool.

(+1)

Can you make this game available for Chrome and Apple products. Love the game though!

(+1)

Maybe add in a mac version? Great game idea and hope to try it out.

(+1)

Will this be available for Mac at any point?

(+1)

Tables need a inventory space so the you can hold your handles and guards

(+1)

make weapons that you make by combining other weapons like a battle axe from a great hammer and a great sword

(+2)

You should make a multiplayer version where both players have blacksmith shops across each other and can steal or nicely borrow each others money or iron or swords. just a friendly blacksmith vs black smith. Max shop should be 1-4 with 4 players max for working together in one shop or 3 in 1 shop and 1 in the other and vise versa. so not a real vs but a fun roleplay / trickery game.

(+2)

My main suggestion is multiplayer when you get the chance i think that one person making the orders and the other making the weapons would be a cool idea.

(+1)

mybe upgrade for stuff like faster smelter, more room, more boxes because i like using them for storge and stuff like that

(+1)

It'd be cool to have a sandbox mode where you can just tinker with weapons. Put a greatsword blade on a spear shaft without worrying about customers :P

More hilt types would be awesome. I could see a hilt with two slots for weapons, so players can build sword-catchers or mancatchers (if put on a long shaft).

You could just close the shop and mess around but money would still be a problem :P

i usally make a bit of money order a bunch of items and spend a whole day making stuff then open the store and hand out all the weapons i made previously

(+5)

Before reading through, I tried to put a gap between each type of suggestion to help organize it. Hope these help!

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Instead of whacking an ingot until it turns into the right weapon head, I suggest some sort of "wheel" to choose which head to use or change to if the head is already crafted, would be more organized. You could still have an x number of whacks, but it should be next to the wheel when choosing what to change it into.

Normally you would have a newly crafted head being too hot to immediately place on a weapon shaft and would instead have to cool it down in the water (which you already have conveniently). If the head is the wrong head and you need to change it. Back to the smelter! (Which should then turn it back into ingots)

Gems: I made a weapon for a rich guy, maybe he wants to look like a rich guy in battle. Adding a gem would lead to higher prices.

Mixed ingots make stronger weapons. Implementing particular recipes would lead to higher prices and better returns.

Shaft station, there's wood in the back, why not make my own shaft? Buy wood, create shafts, seems simple enough. (I'm not saying to get rid of ordering shafts, but rather being able to make more of a profit if you order wood and then craft it.

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Armor? I mean... I'm a blacksmith, not only a weapon smith. Same idea as everything else, just with armor.

Tools? Perhaps they need a pickax or for that matter horse shoes

Shields? Also fits into armor, but worth mentioning

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Stock: It would be nice to have a stock of some sense, like a place I could put say 30 ingots. I think it would be cool to implement carrying them as crates when taken out of "storage" like the delivery box.

Inventory: Say I have a little extra cash and I make a few weapons. (I already reported a bug that if I make weapon and sleep, I can no longer sell it or take it apart, just in case you don't see it) If that item is in stock, customers should be able to go over and buy it right off the self. Of course the customer would take the best first and work downward in quality of ore.

Bigger Map: Since a "storage system" hasn't been implemented, I have found that stacking crates with orders with one kind of item helps me be organized. (Also note to that would be a labeled delivery) I keep running out of room due boxes taking up a lot of room... oh... just remembered there is an upstairs... Well either way, bigger map leads to more fun.

Upgrades to house size, furnace size, (stock size ^^), delivery size (no size limit implemented yet), upgraded hammer ^ as mentioned above in tools.

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Orders: There should be someone that on occasion walks in and orders x amount of x weapons within x amount of days. (Perhaps for the army or something). To send the order, there should be some sort of delivery crate in the back or something.

Picky Customers: I want this kind of weapon on this kind of shaft made out of this material. Closer you are to matching it exactly leads to a higher profit.

Time changes price: Giving the weapon promptly greatly increases both the likelihood of that customer returning and the price they pay you for it via a tip.

Returning Customers: I'm happy with what I was given and would like to return for more of it and am willing to pay more for it, ect.

Rejecting a Customer: It may not make them happy, but I have two ingots left and all I can make is a one handed hammer, but they want a great sword. Until they leave, I can't sell it and since I only get one customer at a time it's a pain waiting for them to leave.

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(Extras including bugs, controls, and other):

Easier rotating; Customized controls (I like to use Ctrl to crouch rather than c); Weapons get stuck in the crafting bench a lot and you can't pull them out very easily; making a weapon then sleeping leads to being unable to sell or take apart the weapon.

(+3)

How did I forget multiplayer? That's a must!

One thing that Jack said when he did his playthrough that I think would make a huge improvement, would be places for items to lock into place, for simple things, like storing the material, for hanging weapons on the racks, for crafting, it would make the game a lot easier to handle and it would fix a lot of the problems with things glitching and falling through the walls or floors or the shelves. I'm not a developer, so I have no idea how hard something like that would be to impliment, but I think it would definately improve this game, it's a really fun game btw, just a little frustrating at times.

This is a great little game. i tried making a forum topic but was unable to. says captcha is required but there isn't one.

anyway first i have made a content video of your wonderful little game. i would like to help spread the word about it. if you could put a link to this video in your games page i would be appreciative.

This is the link to the video

some suggestions.

1. work on performance issues

2. fix the lighting

3. perhaps instead of picking up items and holding them in front of you they go into a limited inventory slot (your hand) temporarily.

this would streamline alot of things.

3b. when placing items have them snap to the object (or snap to grid type placing) this should also help improve performance issues


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