Oh also if human pred is enabled but the character's pred mode is set to "manual", they get stuck in a loop when hungry, walking up to another character and the intent flips between "LOITERING" and "DEVOURING" every frame.
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Notes from a first playthrough on 0.3.1:
I ran out of money during the tutorial and marked items for sale, but was confused when they weren't being sold. It'd be nice to have a message like "Can't sell items, need an export zone!" or to just have the player start with the initial platform being part export and part delivery.
It wasn't clear how to order an anomaly, only by hitting the "Keys" button and noticing "B" was "Toggle Shop" did I figure it out. Maybe clicking your money could bring it up too? Or tooltips on hover on the TODO? This would also help with warnings; I see staff unhappy and don't know what to do about it.
My first Anomaly was the Mollusk. Only once I got to the Waterworks section of the tutorial did I see the Pool tooltip, "The Mollusk lives in treated pools". I hooked up the inlet to a channel to a pool and treated that pool, then connected the treated pool to a pool in the Mollusk enclosure. I was expecting this to cause treated water to come over to the enclosure, but instead it was 0% treated. After putting another Treatment Plant in the enclosure, it's not obvious to me what the effect of the pool is, if any.
Character command buttons could use tooltips, took me a while to find out I could find labels in Director's Console > Order.
It'd be nice to see the character's current task with the orders at the bottom of the screen.
I don't know what COMP means as a character attribute.
I know I only really wrote down sticking points but I do really like what you have here! I know it's hard to see something "with fresh eyes" so I hope this helps a bit.
I have fun playing this for an hour or so! Hope you keep it up :3
Because you're soliciting general ideas:
- player pred is nice, and could be used as a source of mana for players that want to be prey less often
- a small number of recurring NPCs with whom relationships are built
- rival who (in combat?) can vore or be vored, treating player differently based on how they've been treated
- upgrade vendor wizard who vores the player, extracting "payment" (experience from enemies?) and using it to enchant the player
- ally character with out-of-combat vore scenes
- implement checkpoints/warppoints as creature or NPC with healing vore?
- text-heavy is probably not the way to go, though a lot of flavor text (protag thoughts while vored etc) would be nice, so long as it compliments rather than supplements gameplay
- light lore through manuscripts found deep inside of "ancient beings" (worms, bosses)?
- alternate playable character with completely different playstyle (barbarian?) that keeps protagonist tucked away as a mana source :)
- alt vore is good but may want to have content settings
I know most of this is probably out-of-scope but I hope it's at least interesting
Having a really hard time with the struggling, haven't been able to struggle out at all (except the friendly worm at the start). Part of the problem is I don't know where keys are by name while in WASD position - most games tend to use directional inputs ("right") instead (plus this translates well to gamepads). So I spend a bunch of time thinking "wait, which one is S, again?"
Even with the Player Struggle Multiplier set to 3.5 I still can't get out consistently.
Also some indicator (visual? audio?) for correct button presses and out-of-stamina presses would be nice.
Hoping you keep at it, will be following this project!
Wow, this is really well done! The core gameplay is fun and the animated character art is great.
I hope you give it a post-jam polish. Things like a clearer tutorial, highlighting interactables so you know what "Z" is going to do, save highscore on retire, etc.
I missed having the Mastermind-style history, on 5 pips I was struggling to remember what I served three dishes ago. Maybe that's just part of the challenge.