Jump to content
Stray Fawn Community

Leaderboard

Popular Content

Showing content with the highest reputation on 10/05/2022 in all areas

  1. i made sketches of the days of woftober i missed 3- prisoner 4- queen and today's, 5- tsunami i might (keyword: might) finish them later
    5 points
  2. Day 5- Tsunami Yes my beloved shadow boye is back
    5 points
  3. 5 points
  4. Part One Your eyes open upon rough rock, and you struggle to get up. Where are you? What happened? Who are you? Once you gain your footing, you have a glance at your surroundings. You are in the middle of a rock road lined with cracked stone houses close together. The street is deserted, but something catches your eye: a young girl wrapped in a worn quilt peeks out at you from around the corner. Noticing your gaze, she is startled away. Love: Follow the girl. Maybe she knows who you are or why you are here. Eek: Look around and investigate your surroundings. Maybe something will jog your memory. Sad: Check yourself out. You haven't even noticed if your skin is light or dark yet for heaven's sakes! Thanks: TYO.
    3 points
  5. Well first of all, thank you for designing this lovely game about having a symbiotic relationship with a magnificent dinosaur! I've spent 40 very happy hours playing it, and I've only stopped because I've basically run out of things to do - I ran one tutorial game, one disastrous Adept game, and one incredibly successful Adept game. On the last one, I've made all my villagers and my onbu as happy as possible, and built everything I wanted to build. So... I love this game! And I also know it pretty well by now. So here are my thoughts. I hope they're helpful! COMPLIMENTS: Obviously I love the whole game, and especially the magnificent onbu, but I thought I'd pick out a few little details too. I love that villagers will preferentially seek out a new food when it becomes available, so that food keeps getting used up. That is what people are like! A really nice touch. I love the way the buildings all look. It was genuinely an exciting moment each time I researched a new building to zoom in and look at all the cute details! You can really tell this game is a labour of love! I love that the tents have about three different appearances - again, such a nice little bit of attention to detail that makes such a big difference. I love onbu. I realise everyone loves onbu, but seriously, great job on making it so incredibly likeable. I especially love its yawns!! Early on, when we were about to head through three consecutive poison forests, I found myself taking time out to pet it because I was fairly sure we were all about to die, and I just... wanted it to know it was loved?! SUGGESTIONS: Could the word "command" be replaced with "request" or "suggest" when communicating with onbu? It doesn't feel quite in the spirit of the relationship to be giving it orders. Could there be an interface on the farms to allow us to see the benefit being derived from compost? I haven't so far found anywhere that shows me what it's actually worth, which is a disincentive to make it since it's in direct competition with the incredibly useful biogas. Similarly, could there be an option to switch off compost for particular farms so that you can prioritise more important farms when resources are low? Could there be an area of the research tree dedicated to building storm-proof buildings? At present, it's the only hazard that seriously affects the village which you have absolutely no way of dealing with. I can prepare for times of low water, or high poison. But storms just happen. It also gets a bit repetitive because all you have to do is stop what you're doing and rebuild - no thinking or planning required. I once got hit by the same storm five times in a row, and it got pretty tiresome. It seems odd that if a storm knocks down a building, all resources stored in that building are lost, but no additional resources are required to build it back up. I think I would prefer it if storms hit fewer buildings, but cost resources to build back. This could also be balanced differently if it was possible to storm-proof your buildings, of course. Given that storms destroy the contents of any building they take down, it's a bit of a disincentive to build a warehouse. Perhaps warehouses could be highly storm-resistant? Or alternatively could there be smaller, pantry-size storage for materials, to make it possible to split resources more? I lived in constant fear of a storm taking down the trebuchet with its stock of onbu food and medicine! Could there be the option of more specialised stockpiles with larger capacity? For example, I would like to be able to store 500 medicine in the zone where the herbalist, doctor, and onbu doctor are, but I don't want to build two warehouses to do it. As it stands, I either have to use a centralised warehouse, or loads of small 30-capacity stockpiles, which results in a lot of unnecessary hauling. That said, this suggestion would obviously be catastrophic if a storm took down the medicine stockpile! Perhaps sand storms and regular storms could have different effects? For example, regular storms could damage buildings, but sand storms could require all your villagers to take shelter? This might be interesting as they could perhaps go to their cottages for this, in which case cottages would need food supplies, or maybe there could be an allocated refuge bunker which you have to keep stocked? Then there could be dilemmas if onbu has needs, but your villagers are at risk if you let them out. I would prefer it if people went to their homes sometimes. Once I worked out that they don't go to them, it changed the way I did town planning, which was a shame. It's a level of complexity I would prefer to need to consider. I think people should need sleep, and maybe even bed rest if they're badly poisoned. I don't think they would necessarily need homes personally assigned to specific villagers, since that's not really how the game works - I think it would be fine if they just went to the nearest, best quality dwelling available. Could there be subtle variations in the huts and cottages? I love that the tents don't all look the same. Could there be an option to tell villagers to prioritise their own health when they're sick? I really like that if they get badly poisoned, they just have to stand there until a doctor can get to them, but before that point I would like to see a queue forming outside the village doctors! The laboratory feels like it could be expanded. At present, if you aren't willing to hurt onbu, it's basically pointless building it. Perhaps it could be possible to develop preventative medicine there? Like a vaccine you can give your villagers for three days' protection from poison, or something? Could there be the possibility that onbu might get sick, and in order to find out what's wrong with it and which medicine is appropriate, you have to drill into its back and get a blood sample? It would be like taking a beloved pet to the vet - doing what's best for your onbu means taking a temporary hit to how much it trusts you. Could there be a setting that forbids villagers from hurting the onbu in any way? A couple of times I've caught them hacking away at spikes when I'm sure I didn't tell them to!! This setting should override accidentally selecting a spike for harvesting. POSSIBLE BUGS: I've found it isn't possible to farm the whole of a farmable area, even if I keep full workers on it. Is this just a consequence of changing environmental conditions, or is it a bug? Occasionally, the herbalist farm gets full, but none of the others do really. Villagers are able to walk through areas too narrow for me to build a path in. They even sometimes walk through onbu spikes. Guessing this is a bug. Obviously it makes it hard to let villagers do the pathfinding and then build paths on the routes they actually take, which is how I like to do it. Food variety. I have found myself on only 14% boost from food variety despite having four different types of food available, and enough for everyone in the village to eat at least three different things. Am I misunderstanding the maths here? END GAME: Will there be an end game?! I really hope so! The one thing that makes me sad about survival games is that they can only end in two ways: either everyone dies, or the player gets bored and wanders off. It strikes me that this game has the potential to do something quite interesting for the end game. OK, so the above are all (I hope!) fairly sensible suggestions. What follows is just some off-the-wall spitballing! So. Obviously the villagers develop a truly symbiotic relationship with onbu. But what if onbu is, or should be, in a symbiotic relationship with the Earth? We know it receives nutrients from the ground. We know a dead onbu is a poison-forest-spawning catastrophe. So what about this? Long ago, thousands of onbu roamed the Earth. They drew up nutrients from the ground, and their powerful livers enabled them to take up toxins from the soil and neutralise them. Up to a point. Eventually, humans caused an ecological catastrophe which made the soil so poisonous that most onbu were forced to go into a dormant state. Any onbu that did stay awake just took in more and more toxins until they died and their bodies became fertile breeding grounds for the poison. Our onbu survives because it is only receiving some of its nutrients from the Earth. The rest comes from the villagers, via the trebuchet. Also, of course, we heal it when it gets really seriously poisoned. But what if, eventually, some combination of the Scout Tower and the Research Hut start to notice that those areas where the onbu has walked recently are less toxic than the areas around them? The onbu, protected by the villagers on its back, is doing what it always used to do - taking in nutrients and removing toxins from the soil as it does so. By this point in the game, we have no need of more knowledge, and we probably don't need any more resources either, really. But now we have a new mission: find the other sleeping onbu, and wake them up! When we find one, we sacrifice the resources for a starting colony to it (say 16 people and enough food and resources to see them through the first few days) and send it on its way. This would provide an incentive to keep recruiting more villagers, and researching more technology. It could also involve going into areas we would usually avoid because signs suggest there might be an onbu sleeping there. And just imagine the sense of wonder of actually finding another onbu, and watching our onbu nuzzle it when it wakes up!! Gradually, we might see an improvement in all the biomes - more oases in the desserts, lower toxin levels in the jungles, fewer storms in the mountains. And of course, as each new onbu village we create goes off with the same mission (to wake more onbu!), we might even get to occasionally meet other onbu villages, with the chance of trade and news of remote dangers. It might be thousands of years before the surface of the Earth is habitable again, but the villager-onbu-Earth symbiosis could show the path to a brighter future!
    2 points
  6. day five - tallest/shortest ocs no lie i JUST understood that the prompt is trying to say “draw your tallest or shortest oc” but it’s too late now heres orion he’s the tallest and pine he’s the shortest unless you count animal ocs. also they’re both PURPLE i didn’t realize that until i started coloring. i’m just bad at realizing things
    2 points
  7. idea stolen from gee ok so only ferals (cats prefered but i dont really care!!) no humans or dragons please im begging you you are most likely not getting a background that takes up the whole image as these things are tiny itty bitty but i will do a background that doesn't take up the whole background (no full scenes or anything, like. a pride flag.) examples (brushpaw, she/they) (cherrypaw, she/he) (yeah their gay)
    2 points
  8. anyone else have that feeling when you could run a mile at 9:59 at night but then a minute later you're just exhausted and need sleep?
    2 points
  9. day four - ignored oc cinni!!!!!! i haven’t drawn her in years i don’t think 😱
    2 points
  10. First and foremost, thank you for this amazing game. I'm having so much fun spending time with me Unbu and my villagers. I think the game as some strong qualities and the game would really benefit from diving into them. Most of the threads touches quite well the unwellness I have of hurting Unbu. I feel like those actions should only be used in extreme need and I would love to have options (maybe less effective) to do the same-ish actions. I am also questionning sometimes if the relationship is a bit one sided. I feel it woulld really enhanced the experience if taking care of our Unbu would be more significant. It's not just what would benefit each other but why we need each other to suvive. In this hostile environnement, I wish the choices would be more significant as well. The implications of leaving people behind, stealing, refusing to help, every actions should matter more. I think the social aspect of being nomad could be developp more. I'm immediatly thinking of The Banner Saga where even if you want to do the right thing, it is not always possible. Accepting nomads or going to settlement feels like ressources management right now and I feel there is a lot of potentiel there. Thank you for giving us a beautiful game; the music is beautiful; the Unbu is so lovable and I can't wait to see where this game will go:)
    2 points
  11. 2 points
  12. Flip-a-Clip (i also use it for art)
    1 point
  13. me and my dad wanted to make a jack o lantern so i made a tiny doodle of a batty slime pumpkin (we made a hunter slime last year btw)
    1 point
  14. Revive (will actually continue everyone’s thing tomorrow, since I’m on mobile)
    1 point
  15. wow i love these adopts the bases are so detailed1!1!!111!!! can i have alabster/?//?//???///???
    1 point
  16. Daily fact #3 Parasaurolophus (and other lambeosaurines) had hollow crests/horns that connected to their noses. This means that they might have been able to redirect air from their nose and lungs to their crests, and use their crest as a trumpet! This trumpet sound was most likely used as either communication or as threat displays. Here's a cool video of what that might have sounded like. Source
    1 point
  17. (Maybe Green should reply to these? Or I or everyone could roll to see if we find anything useful) I'm quoting Green cause I can't tag rn for some reason))
    1 point
  18. Day 4: Rhennes It's totally still the 4th not the 5th nuh-uh She's also Gallus'sister.
    1 point
  19. Those are some really great suggestions - you've got my vote on every one of those! Especially the one where you might need to hurt Onbu to heal him. Perhaps there would be a chance he could heal without your help, but helping would give better chances, so you would need to make a decision on help and hurt vs. ignore and risk death. It annoys me a lot that the farms can never seem full - are they supposed to be able to be full, or is the range big so we can choose out to organize the tiles? As for the end game, there is a story thing you can reach at 100 days right now, but it doesn't really give you any new goals, and you can play for as long as you'd like afterwards. I would prefer something similar to Niche, where there is a particular location you are trying to reach, but you can take as long as you need to get there and spend as much time traveling afterward as you want.
    1 point
  20. look, i still like women. but men
    1 point
  21. men 😍. sorry nesties
    1 point
  22. One of my progens looks good :DD still working on the other, it doesn’t have anymore basic genes tho now
    1 point
  23. For day four I drew Coral. Does anyone else picture her with a British accent
    1 point
  24. (i just realized i said Crown-Mire instead of Mire-Crown aaaaaaa(
    1 point
  25. Daily fact #2 Tyrannosaurus Rex almost didn't exist, due to a different name, Manospondylus Gigas. M. Gigas consisted of two vertebrae (one of which was later lost), that was discovered and described in 1886. In 1902, an almost complete skeleton of T. Rex was discovered and described. Later, M. Gigas got lumped into T. Rex. Due to the law of priority, where the first named taxon overrides the newer taxon, how come M. Gigas didn't stay? That's because after M. Gigas got described, it wasn't mentioned too often, and became a "nomen oblitum" (forgotten name). M. Gigas also consisted of very little material, so it wasn't a good candidate for a new species. And that is the story of how we didn't get Manospondylus Gigas. (Various papers usually vaguely mention M. Gigas, rather than focus on it. It is also mentioned in T. Rex's Wikipedia page. Sorry I couldn't provide a stable source)
    1 point
  26. day three - favorite oc reese yippee!!!!! remind me to never draw this pose ever again
    1 point
  27. 1 point
  28. 1 point
  29. Guys I’m Can’t believe I’m finally saying this but I’m a chicken nugget
    0 points
×
×
  • Create New...