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Me in the first 15 minutes: "Cool! It's like Robinson Crusoe! You start with nothing and have to build up the tech tree. Gather sticks and rocks. Make tools. Build structures. Awesome!"
Me after finding the shop owner: "Hey, I'm not alone on this island! There are others to interact with. Must be several others, considering they have coinage."
Me after seeing the pickup truck: "Uh, what?"
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Horrid UI, excessive clicking for no Foogin reason, no description, stupid math model.
Congratz on not meeting basic standards of idle/upgrade games ever since 2009.
Like this game: http://www.kongregate.com/games/Tukkun/anti-idle-the-game
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The game design is completely unfriendly and confusing.
At first I spent a long time puzzling over what a "female" wood is, and why some man on a truck is taking it somewhere and making it a "male" wood, for money. Oh, it's "Forest" and "Main". Wow.
Ok, you want to add some traffic for wood items that is either in a forest or somewhere else. But why only for wood, what about the other resources (which are obscurely named by the way)?
There are no markers of where I am at the moment. Do you want to indicate that the wood storage in the forest and storage at the "base" are different? Then show DIFFERENT storages in the backpack, not just one!
Also, there`s no way to upgrade important fast small crafts for more massive crafts, even at the cost of expensive resources. My hand is starting to hurt from the constant click-click-click.
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It has some enjoyment to it but as others have stated and I wont repeat some improvements would certainly help.
A crafting/saved recipe button at the top or task list on the side. If you need multiple items to create something you can spend just as much time clicking back and forth as actually doing the creation. I know the material requirements are not astrophysics but it would be helpful to be able to look at what you are working on across a few different menus.
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You are getting better, but starting point is lower than average.. no one will consider this okay when you put purchase options in unfinished game.
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I think it would be nice to have some extra features.
1. The ability to save or export the game state. I had to start a new game after a browser cache cleanup.
2. The ability to turn sounds off. They're maddening after a while, especially if I switch to doing something else while waiting for some in-game task to complete.
I'm enjoying the game, though, it is nice and cozy. Thank you.
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Could do with more info on where unlocked resources are. Eg, to harvest 'ropey yellow things' you have to click on the upgraded 'log cutting' action, and inside the menu, they're there. On the main screen, when flicking back and forwards? They're not there. So, you have to commit to memory what resources are under which icon, or spend a lot of time hunting between menus on different screens to find the right place.
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I've gathered that the algebra-looking string of characters seems to refer to tool durability, but it does a very poor job in giving useful information to the player.
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My mistake noticed experience doesn't get removed so getting just 1 point even with longer taking actions isn't so bad
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Jebus, what a clickfest. Does the dev hate players? Want to see how many resources you have? 2 clicks? Want to get a new resource? 5 clicks. With lots of useless screens. New area unlocked? Start clicking for new resources again. No quick navigation to unlock with shortcuts to a resource or swipe left/right to the next resource. Terrible.
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Question 1: Why is the experience to make 1 pile of hot iron, the same as 3 piles? Shouldn't 3 piles = 3 blacksmith experience?
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I really got drawn into this, but I think I've hit the max activity unless I'm missing something. Also trying to figure out what to do with the mud from the river which is piling up by the forge....
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There is a good foundation for a game here, but it needs improvement to be enjoyable.
- I think I reached the end of content after crafting the iron shovel and hammer. A confirmation would be nice.
- QoL, blancing and Info are needed.
- Don't use the same symbols for different materials. There is a little F/M, but that's hard to spot and what is that even supposed to mean?
- Some repetitive tasks need too much clicking. Give me some eat berries x4 task, I don't want to click and wait 10s every time after a berry harvest.
- Balancing is needed. Some later tasks are not really better than older ones, for example the farming. Potatoes are nice, but need coal, which in turn is a pain to get.
-Regarding coal, the later task needs a serious buff, the old one is better imo because it does not require money.
- Some materials are hard to guess what they even are. Tooltips or any info panel would help.
- Try to see the game from a new player's perspective. Get beta testers if you can.
Thank you for your comments. I agree that the symbols are not clear, they are supposed to indicate the place where a given item is located. F - forest, M - main (our backyard). In the future, I planned to add transporting wood and other items from different locations to make it more interesting. For now, we can transport wood, boards and pieces of wood to the backyard by truck. Maybe this is a bad idea?
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Tools break too fast, takes a while to get anything done. Went until the land yo can buy and gave up, i won't spend 4hours making a fence around nothing.
You are close to creating a forge where you can make better tools. It is possible that the game's difficulty level is too high. I'm trying to improve the balance of the game
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Easy to follow until you get to the upgradeable actions on the first woods screen, where just a bit of explanation would have been helpful. Tooltips on some things so you know what they are for would be helpful too. I don't usually ask for tutorials, but as long as they don't -force- you to do things... And nice to see somebody who works in Polish too, with such good English translation (unlike some Russian developers)! Is it intended that you can start multiple tasks to be running at the same time?