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Theo

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  1. While I like the game in concept, I have a list of points that need to be addressed. x you need to add the option to prioritise buildings. It's very easy to screw yourself over because suddenly nobody is staffing the kitchen or hornblower. x consider adding births to make the player rely less on rng with nomads and villages x there need to be more ways of getting iron and sand, too many buildings require them and the endgame of trying to give everyone cottages is an enourmous drag x cottage seems almost like a downgrade, it's larger and houses less villagers x too many research projects focus on in some way harming onbu for resources, leaving a bad taste in my mouth. The way I understand the game, it's supposed to be symbiosis and not parasitism, which is what the various extractors and injectors seem like. I'm not going to tell you to remove them since it's your game but you really need to increase the list of non invasive counterparts like the poop collector. x onbu should be more willing to run out of poisonous clouds even if it doesn't trust you x you need to rebalance the spread of poisonous plants, they are a death sentence to an early settlement without decontaminators, especially on easy mode. Even if all villagers are sent out to get rid of them, it will only lead to most of them dying and not being able to replenish them for a long time considering how slowly a settlement grows. I ended up playing on normal to not see the tutorial again after wiping twice. x consider more uses for dirt land, or it will be mostly used for buildings X consider more types of onbu food with effects similar to the injections, e.g. more energetic or something, as a less invasive counterpart x currently the game feels very stressful and micromanagey, I don't know if that was your intention. I think poison plants might be the main source. x stone roads should not be able to be destroyed by poison plants, broken clay roads should be automatically chosen for rebuilding x consider a flagging tool for where resources should be gathered permanently, similar to how the tree cutter works x consider a quickbar tool for all farms and their outputs, so you don't have to manually find them and swap what they plant. Same for kitchens
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