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First up… Thank you for the mention, it’s gratifying to see a response from a skilled game maker. You ARE real! 😀
one word suggestion.
And now validation/vision so use or ignore ideas as pleases you.
It would follow 1 tile behind and be solid unless empty (so you would have to unload it if you get pinned behind it in a passage instead of stuck); unable to pick up, only destroy for wood so you would have to have one per cave and one or more above ground. Carries the same as you can, so scales with your strength to pull it maybe? Option to drag or stop dragging obviously.
Probably late tier, might need anvil’d iron rod for the axle?
It would have to slow movement while dragging (allow monsters 2 moves instead of 1?) or possibly only usable with 2 free hands to tow it (to make it less viable as a super backpack and more for building/hauling)
It’s just the kind of wish I have when building stone walls on a beach when the nearest cave is a while away but I can only carry 2 or 3 walls per trip.
I’ll keep this suggestion short but to the point.
CTRL+ mousewheel changes the zoom level in a browser and lets you see further, providing a better scope of the area. Unfortunately for this to be a comfortable size around 20 to 25 tiles in each direction (I have a 17″ monitor on a slightly lower resolution) the inventory windows and text information in general is unreadable. Could you please add an option to resize the text and windows themselves to counteract this? (small – medium – large – extra large)
As it is I zoom in when at my main camp, then zoom out as I forage/mine and watch out for my stamina dropping and the red line (would be text) in the top left to tell me I’m overweight.
Still really enjoying this after playing it many months ago, updates are slow and steady which is nice, liking the possible smooth motion and graphical update video I saw also.
There seems to be a big lack of sandstone in most of the playthroughs I’ve done, and when it is present there are rare caves for stone.
The jump from starting out to being scared for your life is quite sudden, 1st and 2nd day seem safe then suddenly on the 2nd night an imp comes to the doorway and sits there killing you. (stand in doorway, hit for 2 to 4 hp, lose 40hp and then back up and bedroll, repeat 10 times as that imp never leaves, pray water/food/durability on armour/weapon lasts)
5th day you get some wrought iron and life is easy from that point on. I like the difficulty itself, but not the predictability of the switch from easy to hard and back. Maybe you could make more difficult monsters unlock each day for spawning (exceptions being caves?) so you don’t face something overpowering on the 2nd night in, find yourself locked in your home. It’s not annoying in itself, but the regularity of it is. Or maybe a weighted spawn table that makes the first few night less likely to throw something huge at you but not impossible?
I had to register just to say this is an excellent game, and drop a quick suggestion in here.
I’d like to see some kind of compass to get back to a designated area and although implementation would be ‘any-that-works’ I do have an idea. a 2 part construction requiring magnetic ore, one would be a lodestone which sets the focus and a secondary pointer which would be carried around and placed in the world to give a bearing on the lodestone.
I’d also like to see a higher tier of crafting such as pure water gathering machinery etc, possibly traps around a base, and also the option of digging down and manufacturing your own basement.
Some other thoughts are; ability to name chests (hover to show a tooltip: aka stone/wood/tools etc), and maybe a simple zone map for when you change areas so you can return to your base area easier (not sure if thats possible, I went exploring once I had full iron equipment without considering a return), the choice to chisel out stone/sandstone to convert it to walls without digging it away for a third of the construction materials (new tool?).
Again, amazing game! I’m glad it’s under development still as the 6 hours it took me to maximise my equipment and begin making a large complex left me feeling a little like I was forcing my own fun rather than finding it as I expanded.