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Suggestion Box Sticky

A topic by Dasius created Jan 19, 2017 Views: 78,099 Replies: 1,111
Viewing posts 595 to 614 of 635 · Next page · Previous page · First page · Last page
(+1)

An apprentice or assistant would be cool. Someone to do some of the work, like for example: mining for ore on every cycle, of course you'd have to make the pick and he could only mine the appropriate ore with that pick; assembling items by handing him the appropriate parts (if you gave him a guard, two hand grip, and one hand mallet, naturally he wouldn't be able to make anything. Give him a polearm grip and a small blade however, he'd make the polearm), and perhaps after he finishes assembling the part, automatically taking it to the customer. Traveling blacksmiths or merchants that teach you new weapons (Egyptian Kopesh, Japanese Tanto or Dikatana, German Halberd or Zwiehander, Chinese Dao, etc... ) and alloys, such as Damascus steel or just carbon steel, nickle iron (meteoric iron), amalgams for gilding weapons and shields, or various other steel alloys, like cobalt steel.

For historical accuracy: Historically speaking, swords were the most common weapon for self defense. Axes, maces, and hammers were used predominately in war. Maces were used to crush and weaken plate armor.  Hammers, such as the maul, were also used to crush the enemy, but were often paired with spikes for uses against thinner armors. Axes were found among the high class rabble outside of war more commonly than hammers and maces, but not quite as common as the sword, as they were less versatile and it is often frowned upon for a nobleman to carry any weapon other than a sword. They were designed to cleave through enemies limbs, not for self defense per sey. The polearm form of the battle axes, such as the sparth axe, were primarily used in war due to how hard they were to wield. However, many places in the medieval time banned peasants from carrying weaponry. In this case, axes were more common, because they had a domestic function, axes were often not included in this ban. Axes are also cheaper to make than swords, and ultimately lighter. Battle axes were not included in this, as they were made for battle.

In short, axes and swords should be the most common weapon requested to be made, in that order because axes had a higher demand due to the domestic use. Then one hand hammers (for their domestic use), followed by the polearms, and the remaining two hand weapons as well as the other blunts (the flanged mace and morningstar). Shields would be requested as commonly as the polearms and they other war weapons. 

These last two paragraphs are, of course, only important if you wanted it to be more historically accurate. I see no reason as to make it this game accurate, and I'm not requesting it. I'm simply informing you in case you wanted it to be.

                   -Jorðr, hobby smith of modern and archaic methods

Developer

Hey JustAFriendlyContributor,

Thank you for your contribution. We are planning on adding an assistant eventually. I actually want to do it now but that would just push the update to the public even further, so it will be in another update.

The game, as you are aware, isn't aiming for realism. 

My philosophy is, why escape reality to video games when only to live in the same reality.. again. Where do you escape to next? So, I do want to have some elements of "realism" but not too much. Very little as possible. This is more about having fun in the end. 

Thank you again.

:)

(+1)

You guys should add local and online multiplayer please.

(+1)

Hey there, I've been having a great time playing this little game, really fun to chill out and make some weapons! 

I have a few suggestions gameplay-wise, I'll list them here.

  • More snapping of items to locations, especially the workbench. If you could have it so that parts snap to the workbench in the same way ingots snap to the anvil that would be great, save fiddling about bashing parts together until they decide to be a sword.
  • A bit less physics/more weight to items, I've lost a couple of parts due to picking up something nearby and having them fly off into the distance (farewell copper ingot, safe travels...)
  • Some directional signs for a few of the locations, like the shop and the mines. The blank signs at the front of the house would be ideal!
  • A bit more direction as to how to make weapons, shields and tools. Perhaps some blueprints around the shop? It could just be as simple as more like the sword blueprints lying around currently, but showing what parts you need to make items, even in just a visual way. It's a little tricky to work out some of the parts needed, e.g. I would have had no idea how to finish a shield if I hadn't looked at the wiki and found out I need a metal boss to put on it.
  • Some way of breaking down items once you have forged them, in order to get back raw materials if you accidentally make the wrong thing.

Looking forward to the updates for this game, it's really neat, keep up the good work! 

(+1)

You guys should add local and nonlocal mulitplayer

Hey I've got a pretty useful suggestion, considering the number of parts that are being implemented over time. 
The idea is, that much like with the selection of weapon type, striking a part will (if it can) display a UI element that allows the style to be chosen, instead of constantly having to cycle through the part styles. This wouldn't be necessary for parts with small amounts of styles, but the standard sword and shield parts are somewhat tedious to construct and can massively increase the construction time.

please add a way to transport stuff

You can use crates to transport items. There should be 4 of them near the back patio of the shop. Just put the items in and click the crate. Now the crate is closed, and the items inside won't bounce around when you carry it!

(+1)

Ayy i love the game, but what if yyou added random invasions where mobs would attack. Then the player would have to make swords for the warriors, or maybe even make the player able to kill enemies with a sword? anyways, love the work you're doing.

Developer(+1)

Hey thatkittenlover,

That is in the works :)

Thank you!

(+1)

It could be an idea but not sure. what if at some point in the game the king orders something from the black smith and depending on how u make it (rarity of items) the king pays extra but not too much. for example: if he wants a sword u cn make it with any ingot and any rarity grip and handguard.

or make it a more difficult requirements on the weapon/tool/shield

(+2)

Another idea not sure if its mentioned but maybe make an option for co-op game so you can have a friend to help in the shop and allow players to work together.

that will probably happen but very later whenever it gets released on steam, if that does happen that would be actually amazing

Why my game dosent save?

(1 edit) (+1)

If you are talking about not knowing how to save the game, you can press Escape and click 'Save Game'. I believe it is the topmost button. If you are saying that you click 'Save Game' but it never actually saves, that might be a good question for Dasius or Kurzidan. You should post this in the Bug Reports page (https://itch.io/t/57232/bug-reports), since this is more of a bug than a suggestion.

I mean i click "save game", but it dont sawes.

I posted it on bug report site too, but no one answered.

                                                                                                                                                                                                            Thanks for reply MasonatorRoblox!

I suggest that you message Daisus or Kurzidan on Discord through a direct message, or post it in the MLBSS Discord channel.

MLBSS Discord: https://discord.gg/sya97hJ

You can message them directly by going into the Home tab of Discord, then going to the top of the column just left of the servers, then clicking the search box at the top and typing either one's name. I believe that Kurzidan may have more knowledge on this, so you should probably ask them first.

(+1)

If you are talking about not knowing how to save the game, you can press Escape and click 'Save Game'. I believe it is the topmost button. If you are saying that you click 'Save Game' but it never actually saves, that might be a good question for Dasius or Kurzidan. You should post this in the Bugs page (https://itch.io/t/57232/bug-reports), since this is more of a bug than a suggestion.

(1 edit)

I would like to suggest being able to build a bridge in the "secret crystal area" after completing it once of course, and i've been wondering if there are any plans for the closed door near the forest alter towards the river? or is there another secret thing we gotta do to open that and its already in the game just no one has found it yet?

There seems to be a bug or something when making a custom weapon for a customer that if its not the correct one your shop just starts getting sprayed with common weapon guards and its really annoying having 300 of them laying on the floor and there is nothing we can do about it.

I have never heard of that glitch. Though if you mess up on an order, you might deserve to have 300 guards sprayed at your face.

(+1)

I find it annoying having to look at every heated ingot in my forge to find the ones i need, and storage of ores and ingots is a issue for me. Unpacking crates is tedious, so i tend to have a lot of loose entities around my shop, and this causes myself many issues. I really like the packages things come in when you order them, i think it would be cool to have a packaging station or just some movable baskets or something like you can move all the other things (furnace, forge, anvil, etc). The packaging station could require a piece of firewood or maybe a log or something, and turn whatever is on it's work surface into one of the magical delivery crates that are so easy to unpack right where you need them. More options for storage is something i would love to see on this fantastic game. Thanks for all of your hard work.

With the forge, I suggest that you put your ingots into sections, putting on only the metals that are requested the most, and leaving a space for any other ingots in case a customer requests an ingot that's not already on the forge. I would suggest that you put a maximum of 5 ingots in each group, since that is the highest amount of ingots that you can use on one item (this is the shield, with 2 ingots for the frame, one for the boss, and 1 ingot for each of the 2 handles, which makes 5 ingots total).

If by 'crates', you mean the ones that you can open and close, just hold alt and spin it upside down. Then set it down upside down, and click to open it. Then you can just lift the crate and everything should be in a nice little pile.

Hello I want to suggest that you make an option to make crates, shelves, boxes for storage but once they are made then they are moved like the workstations. The crates we can make now sometimes are ideal for storing grips, guards, ingots and shield parts but they move too easily so would be better if they are like the workstations. 

I would also like to suggesting making it easier to get the shields (like the tower shield especially) through the door to the customer.

It would be nice to be able to make multiples of the workstations so you could have a shield worktable, weapon worktable and different forges for the different ingots.

Also I am having 2 glitches with the newest NON-patreon version. 

1: When I try to name my shop the name appears on the bigger shop sign up the hill instead of on mine.

2: When trying to make tools quite often the parts will fall through the table.

(1 edit)

1.   I highly oppose the idea of making the crates like workstations. Like that, you can't really carry them around. It's nice to carry a box over to the mine, fill it with ore, then carry it back. If Dasius did this, he would have to code in the movement of everything inside the crate. Also, that way you can't make flying machines, or fling boxes into the air.

2.   I haven't had any problems with getting a shield through the door, though I've only made one shield. I suggest that if it's too big to fit through the door, slide it through the gap at the bottom of the window to the right.

3.   I think that is a good idea, though unless you are building 3 things at once, it wouldn't really matter for you to have multiple work tables. I do really like the idea of multiple forges, but until then I suggest putting different ingots in different sections of the forge (by 'forge', I assume you mean the platform where you heat the ingots, not the thing where you smelt ore and create alloys).

4.   I have also had the same sign problem. I have also noted that editing the text on the sign next to the big shop does not affect the sign by the starting shop.

5.   I have not had this problem, unless you mean that when you grab a part off the table, it phases into the table. This, for me, is super easy to fix since it only requires you to hold right click, and to move it out of the table.

(1 edit)

Yes my parts phase into the table and yes I can fix it easily and it wouldn't be a problem if it was just an occasional piece here and there but it gets annoying when it is every piece I try to set down. Also I have had times where the part phases through the table and falls to the shelf below. I have also notices it is harder to put things on the shelves because of the phasing. I tried to place a pickaxe on the shelves between you and the customers,  it phased into the shelves without me noticing til I let go. Then it sat there shaking for a couple minutes before flinging itself across my shop, knocking things around as it flew.

As for the crates I too take them to the mines. I simply meant for there to be another crate option that doesn't have a lid and is simply for storage.

As for the multiple tables/forges yes I mean the platform for heating ingots and currently I do separate my ingots but I think it would be a cool option to have.

For the shields I do slide them in through the window because the tower shield is so large it has to be just right to fit through the door (try it a few times).

I for 1 am the type of person that makes lots of items ahead of time and I like to be organized so I like the idea of multiple storage and workstation options.

I am a bit surprised that the grips are all uncommon now unless you walk to the shop down the road where you can get common wood and rare grips. Wish we could order the common ones from the shop since they are "common" anyway.

(1 edit)

It would be cool if there was a vacuum item that went into an inventory slot. It would be a bit of an easter egg like the crystals are. When you click with it, it would suck anything that has physics towards it. This would be great if you accidentally dropped boxes into the river while using them as a flying machine and accidentally falling off. This happened to me twice, and I had to jump into the river to see underneath the water to know where the boxes were, and then try to look around and hope that I finally highlight it with my mouse. Also, I was carrying the fire crystal around for some reason and decided it would be a good idea to fling it up into the air. I spent countless attempts to grab it with a flying machine, but I fell too quickly every time. Thankfully I didn't save it, so I still have it sitting on my display counter. Anyways, a vacuum would be a cool thing to add.

(1 edit)

Also, it would be great if you could toggle grabbed items phasing through objects. It's really annoying when you are trying to put a guard into the cubby hole above the work table, but it won't collide with the walls of the cubby hole, and you're not sure if it will be stuck in the wall when you let go.

(+1)

Another idea I had is that you could press a button to highlight all items nearby. It would help a lot when you drop an item into the oil to cool it down and you forget where in the bucket the item is, or if you accidentally drop something in the water and you don't know where it is (seriously, it took me half an hour to find both of the flying machines I had made after they fell in the water), or if you accidentally grab something and the thing in front of it goes flying, and you don't know where it landed. In my eyes this would work a lot like in Minecraft, where if you hit a mob or player with a spectral arrow, then they are highlighted, and you can see them through walls and stuff. 

(+1)

Yet another idea of mine is that the smelter could have a mechanism where the ingot mold tilts forward when the ingot has finished casting, causing it to fall forward into a crate that the player leaves sitting there. This would help prevent the ingots from stacking on top of each other and possibly getting flung.

Yep, I've got another suggestion. It would be very useful if you could press a button while looking at a workstation to reset it to its original position.

Also, it would be nice if when moving the smelter, whatever items were in the smelter at that time would be put into a special 'delivery crate' sort of thing that would appear where delivery crates normally do (one crate for each section of the smelter, with the items put into their respective crate, and each crate labeled with the compartment it came from). The crate should be small enough to fit into the fuel compartment or the ore smelting compartment, depending on which compartment's items the crate contains. It should also spawn any firewood horizontally when the crate is opened, since spawning it vertically would cause it to get stuck.  It would be even better if a message were to come up telling the player that the items have been put into a crate and moved to the delivery crate location. This would be super helpful for when you move your smelter to an entirely different place and you don't want the materials inside to stay where they were before. This would also be useful if you somehow manage to get the smelter stuck somewhere, and you don't want the items inside getting stuck too.

(1 edit)

7th suggestion: Player position reset in Escape menu, along with crystal position resets. The player position reset would work like you woul expect, teleporting the player back to whichever shop they use. The crystal position reset would reset the crystals to their default positions. The only exception to the crystal reset is if the crystal has been brought into either shop at any time during the game. Resetting the crystal positions will move any crystal that meets the previous requirement to the counter of whatever shop is currently used (1. floating in the air, about dagger height or more above the counter, and 2. each one having their own designated position above the counter).

8th suggestion: Ore Vein Tracker. This would have an arrow floating a bit over the ground (pointing to the vein) and/or a highlight around the vein, similar to the way mentioned in the 3rd suggestion (item highlight).  You would go into a menu (either button activated or in an inventory slot) and select a type of ore. Any vein of that ore type will have an arrow and/or highlight until all of its ore has been mined. The arrow (if you use it) would grow/shrink depending on the distance from the vein, with a shorter distance meaning a bigger arrow.

I might have more suggestions, but I can't think of any more right now.

(Edit) 9th suggestion: Fold-out platform on horse cart, that you can click to fold/unfold. Ideal for standing on, this would make accessing items in the cart so much easier. It's hard enough to try to climb up on the wheels and get inside, so having a platform to stand on would be cool.

Have you ever thought about translating the game into other languages? I could help with Russian at that point. If you will need it, of course.

A Multiplayer. :3

They are already working on it. ALL of us think that it is a good idea👍

Well... It WOULD have been a good idea IF the game was stable

monsters to fight with weapons you made!!!

Duuude, that's a neat idea. I think that it would spice up the game's plot!

Don't worry, Dasius has stated that he will be adding this to the game in the near future!

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