note: i wishlisted this. it has potential. but it needs work in some key areas. i won't sit here delineating all the problems in a comment. if the dev wants to know we can chat on discord or zoom or something.
These gnomes. I set them to make 100 fire or something. Their carrying capacity is like 50,000+. Far beyond what's needed. The mats are more than present.
They just sit there by the chest with speech bubbles with green check marks in them.. and never move over to the cauldron or make any fire.
It's just insane how useless and broken gnomes are.
Why are devs never able to implement drone-style automation in their games without it being completely broken? Planet crafter couldn't handle it. Drones are little more than an afterthought in Satisfactory. A dozen other incremental games I can think of.
There's just something about an event-centric system that is impossible for devs.
Thanks for highlighting the gnome issue - I believe it is for a large part the way their usage is a bit counterintuitive right now. There is the target amount setting, and the gnome will only produce resources if the target amount is more than the resources currently in the stash.
It is really difficult for a developer to gauge the intuitiveness of a game by themselves with only a limited group of players they can directly get feedback from, so I am very grateful for the feedback you provide.
Apart from that, do you see any more potential for improvement, especially with respect to the gnomes?
They are fairly new, nevertheless they should become (and should have already been...) a core element of making the game feel good and progressive, so it appears that there is still a lot to do here...
i like the way the gnome does absolutely nothing. just sits there saying "bag" over and over again. even though i tasked him with researching something for which i had sufficient mats.
Sorry about that, maybe it was not clear what that means :( it means that the selected recipe requires too much material for the gnome to carry - there is an upgrade for the gnome that will increase their inventory space
"Unable to parse Build/web.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug."
53 Min 28 Sec, Great game. Wish it had amount imputes or arrows for single adding or subtracting amounts. Feels like horse shoes and hand-grenades when adding if you have a large amount stored.
Thanks for playing! There will be an update later this week with some quality of life improvements and a more interesting progression beyond the phone.
Amongst others, the clunky resource input will be adressed...
Yeah, the imprecise resource input made the results a shitshow. I feel like just fixing that would fix the whole formula.
Also, numbers get cut off in browser mode making it impossible to see how many resources are in the cauldron and how many resources are needed for some of the larger recipes.
Also also, a stats screen would be helpful: number of each type of fairy, ect.
Cute. But the controls really need some love. You can't read what's in the cauldron because the text gets clipped at some point. You can't really control how much of an ingredient to put in because you need to rely on the slider that changes depending on the stock. you can't empty the cauldron. You can't see what you are going to add if there are more than 2 ingredients, only after you scroll in the little field you can see what's being added.
Got until light fairy then I kinda lost interest because it gets too clunky.
Hey and thanks for reporting. I have been trying to spot this issue, but it seems to be a tricky one... to narrow down the issue, could you perhaps tell me:
Did you manage to craft any glass at all? Or did it fail at the first attempt already?
What do you mean by keep going up and of the screen? Did the sand symbol fly out of the screen and the crafting stopped, or did it continue to get crafted indefinitely?
i did craft some glass one time before this. and to your secound point no the craft never stopped and the sand symbols did just keep going of the sreen
One improvement I'd like to see is the ability to click a recipe from the list and have the amounts on the right be set to that, maybe offsetting by already inserted resources if it can't craft anything from what's in it.
I don't know if it's supposed to be updated, but if yes here's my feedback :
- Let us click the cauldron while ressources are put in please ! - We should have 2 tabs for the upgrades and the ressources changes, I would suggest letting us click the recipe to put the necessary in, it's kinda akward when you want an upgrade and most of your ressources are being transformed
- A counter of how much we get any ressource/fairies/ more informations basically
I don't know again if it's supposed to be updated, otherwise more diversity in gameplay could be great, since it's mostly just maths !
Otherwise, the graphic design, story is really cool, the music is kinda repetitive but it's ok, the sound FX could vary, it's magical sounds, it could vary a little bit for more diversity !
Your quality of life improvement suggestions are definitely valid, but I have some time constraints as this is a game jam entry that's due very soon... so I had to prioritize and had to downsize a few aspects of the game to make it in time...
Something to look into after the jam is complete :)
Oh yeah, the game is really great for the Jam, that's why I've put "if updated" since depending on the dev some just do it for the Jam, some do it for the Jam then update it after ! :)
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Needs a downloadable version, is a little laggy on itch
note: i wishlisted this. it has potential. but it needs work in some key areas. i won't sit here delineating all the problems in a comment. if the dev wants to know we can chat on discord or zoom or something.
These gnomes. I set them to make 100 fire or something. Their carrying capacity is like 50,000+. Far beyond what's needed. The mats are more than present.
They just sit there by the chest with speech bubbles with green check marks in them.. and never move over to the cauldron or make any fire.
It's just insane how useless and broken gnomes are.
Why are devs never able to implement drone-style automation in their games without it being completely broken? Planet crafter couldn't handle it. Drones are little more than an afterthought in Satisfactory. A dozen other incremental games I can think of.
There's just something about an event-centric system that is impossible for devs.
Thanks for highlighting the gnome issue - I believe it is for a large part the way their usage is a bit counterintuitive right now. There is the target amount setting, and the gnome will only produce resources if the target amount is more than the resources currently in the stash.
It is really difficult for a developer to gauge the intuitiveness of a game by themselves with only a limited group of players they can directly get feedback from, so I am very grateful for the feedback you provide.
Apart from that, do you see any more potential for improvement, especially with respect to the gnomes?
They are fairly new, nevertheless they should become (and should have already been...) a core element of making the game feel good and progressive, so it appears that there is still a lot to do here...
Yes. Gnomes should be set to a resource and then make it.
Period.
Making glass/crystals/fire is tedious. So an automation feature (gnomes) would make perfect sense.
Having the target be based on the amount you have is... insane imo.. lol.
i like the way the gnome does absolutely nothing. just sits there saying "bag" over and over again. even though i tasked him with researching something for which i had sufficient mats.
Sorry about that, maybe it was not clear what that means :( it means that the selected recipe requires too much material for the gnome to carry - there is an upgrade for the gnome that will increase their inventory space
Encountered an error
"Unable to parse Build/web.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug."
Oh shoot! Thank you for reporting.
It worked fine on my computer and all computers I have tested it on, but it is good to know that it is not the case for everybody...
I looked into the issue and uploaded a new build with a different compression method, hoping that this will fix the issue
34 minutes and 16 seconds! It's a fun little game, though the imprecision of adding materials is a little frustrating at times.
53 Min 28 Sec, Great game. Wish it had amount imputes or arrows for single adding or subtracting amounts. Feels like horse shoes and hand-grenades when adding if you have a large amount stored.
Thanks for playing! There will be an update later this week with some quality of life improvements and a more interesting progression beyond the phone.
Amongst others, the clunky resource input will be adressed...
Yeah, the imprecise resource input made the results a shitshow. I feel like just fixing that would fix the whole formula.
Also, numbers get cut off in browser mode making it impossible to see how many resources are in the cauldron and how many resources are needed for some of the larger recipes.
Also also, a stats screen would be helpful: number of each type of fairy, ect.
😭
Short and sweet game, great idea, good execution. Worked well on mobile as well!
Cute. But the controls really need some love. You can't read what's in the cauldron because the text gets clipped at some point. You can't really control how much of an ingredient to put in because you need to rely on the slider that changes depending on the stock. you can't empty the cauldron. You can't see what you are going to add if there are more than 2 ingredients, only after you scroll in the little field you can see what's being added.
Got until light fairy then I kinda lost interest because it gets too clunky.
This was really cute and fun!
Things are only really visible in full screen, lots if things are cut off in the default window.
image are enough know what-that-ingredient, so when start scroll, hide name so easy to see ingredient count is mush more helpful
i tried to make some glass, but the sand just keep going up and of the sreen, and now i cant crafting anything ;C
Hey and thanks for reporting. I have been trying to spot this issue, but it seems to be a tricky one... to narrow down the issue, could you perhaps tell me:
i did craft some glass one time before this.
and to your secound point no the craft never stopped and the sand symbols did just keep going of the sreen
Thanks, that was really helpful! I actually managed to find the issue with the help of your input, really appreciate it.
It won't be until the end of the game jam that I can upload the fix, but I hope the issue should occur fairly rarely...
Thanks again for reporting!
Really good game.
One improvement I'd like to see is the ability to click a recipe from the list and have the amounts on the right be set to that, maybe offsetting by already inserted resources if it can't craft anything from what's in it.
My review :
Great game, fast and cool.
I don't know if it's supposed to be updated, but if yes here's my feedback :
- Let us click the cauldron while ressources are put in please !
- We should have 2 tabs for the upgrades and the ressources changes, I would suggest letting us click the recipe to put the necessary in, it's kinda akward when you want an upgrade and most of your ressources are being transformed
- A counter of how much we get any ressource/fairies/ more informations basically
I don't know again if it's supposed to be updated, otherwise more diversity in gameplay could be great, since it's mostly just maths !
Otherwise, the graphic design, story is really cool, the music is kinda repetitive but it's ok, the sound FX could vary, it's magical sounds, it could vary a little bit for more diversity !
A good 6/10
Hey, thanks for the extensive review :)
Your quality of life improvement suggestions are definitely valid, but I have some time constraints as this is a game jam entry that's due very soon... so I had to prioritize and had to downsize a few aspects of the game to make it in time...
Something to look into after the jam is complete :)
Oh yeah, the game is really great for the Jam, that's why I've put "if updated" since depending on the dev some just do it for the Jam, some do it for the Jam then update it after ! :)