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Let us know what you would like to see in-game, or what features we can add to make the game a better experience for you.

vending machines in apartments

we should be able to sell our stuff in our apartments through vending machines. also make an option that they can buy multiples. Good apartment utility, good convenience for players, makes a lot more sense than 10,000 apartments racing to have the same set of upgraded crafting stations as everyone else.

zktruth.eth2 years ago
3

Make mining click less sensitive in combat

From ABBBBBBB So if u have ur primary mouse 1 melee set to click to attack (rather than auto attack), it can help with timing. I assume most decent players have it on? As u run around, if u click the mouse to fire, and u hit a mining/forage etc node by chance, it then starts the mining process, which then gets u stuck for a second, and often hit by an enemy/annoying

An Anonymous User2 years ago
1

optional and challenging way to speed up runs and increase difficulty

on each level, a few slow but high HP enemies appear that actively avoid the player, and eventually exit if they aren’t killed. if the player chooses to undertake the challenge of killing these enemies while still fighting off the normal mobs, it will trigger an increase in the pace and difficulty of the current and subsequent levels of that dungeon. The more of these mobs you kill, the more of an effect it will have. This will allow good players to be more challenged more frequently, and to finish their runs faster, but only if they have the skills to pull it off. Worse players or those who don’t want a challenge can simply choose not to kill these special mobs, or they can fine-tune their challenge by only killing some of them. This will make each set of dungeons more fun and challenging for a greater cross section of players, and it will give players the motivation to increase their skills and their gear so that they can finish dungeons quicker and get more done in less time. Not only does killing the mobs increase the overall challenge, but killing the mobs is itself a challenge that will make the easier levels more interesting and engaging because there will be yet another objective to pursue while still doing the normal killing and collecting.

zktruth.eth2 years ago
2Dungeon

Improving Crafting Stations with Enhanced Gameplay and UI/UX

I love the concept of leveling up crafting stations—it adds depth and progression—but the current UI/UX has too many issues that make the process feel tedious rather than enjoyable. Turning the system into something more engaging, like a mini-game inspired by cooking/restaurant management games, could make the experience more fun and rewarding. Here's some feedback and suggestions for improvement: Expand Apartment Space: Crafting stations take up too much space, leaving little room for creativity in shaping and decorating apartments. Increasing apartment size would allow a bit more creativity with the shape and interior of the apartments. Visible Experience Gain per Item: Display the exact experience points each crafted item provides, based on the materials used. Gamify Item Sales: Ensure all crafted items are sellable for gold, but make it dynamic with fluctuating prices. For example, certain items could be more valuable at specific times, encouraging players to craft a variety of items rather than only the easiest ones. Add Crafting Quests: Introduce quests for apartment owners to make crafting more interactive and rewarding. Add NPCs who occasionally visit the apartment with requests or trade offers. For example: A merchant offering rare materials in exchange for crafted goods. A delivery quest where you must craft an item and deliver it within a time limit. "A client wants to buy a Chronosteel Hood for 200g." "A Guest want to trade his 30 fibre for a heavy axe." "Prepare 10 fries for a party and earn a party hat." These quests could provide unique rewards or bonuses, keeping the experience fresh and engaging while leveling up the stations. Make sure that the quest are updated regularly with ever progressing lore. Simplify Item Collection Process: Once items are crafted, streamline the collection process. Remove the extra delay after items are finished (currently about a minute) and don’t send items to bag but add a chest where people can collect their crafted items when they want. This will make the workflow smoother and more efficient. Integrate Rent time Information in main window: Eliminate the rent elapsed/remaining popup and display that information directly in the main crafting window for better usability and to make it cleaner. (see image below) Individual Rent Prices for Items: Allow players to set different rent prices for each item rather than having one blanket price for the whole station. This would provide greater control and better accessibility for more common items. Use player-friendly Time formats Instead of Fractions: Replace fractional hours (e.g., 0.23h power with one coal) with clear, player-friendly time formats (e.g., 13 minutes and 48 seconds, or round up to 15 minutes). Rewarding Progression System: Make leveling up more satisfying. For example: Require reaching station level 30 (rather than just 30,000 EXP) to unlock a major upgrade. Offer small upgrades or efficiencies at regular intervals (e.g., every 5 levels) to keep players motivated. Introduce a Control Center: Add a centralised control window where players can manage all generators and crafting stations. This would also solve the performance issues caused by having multiple station windows open simultaneously. Add the much talked about vending machine

relicz.2 years ago
1
In Progress

PLEASE add fast travel options

The new dungeon is nice and the tiered options are a good way to satisfy new players and OGs. BUT all this walking around to get to the 2 beacons that are outside of Arcadia destroys the game loop. You lose so much time and wlakign is so wonky that I often end up going for the dungeon in Arcadia just to avoid the pain of going there (and I have a mount!) It is even worst since the new update because now, when clearing a dungeon, we respawn next to its beacon vs the one in Arcadia before the update. PLEASE add fast travel options back and forth to the beacons. It will have an immediate positive impact on the gaming loop and increase the dungeon runs of those beacons. It’s okay if it costts Gold and it’s okay to lock it behind quests but this is a must-have! You already have the Levora expedition implemented, please at the very least add the 2 beacons as destinations, and ideally also add NPCs near the beacons to come back. I am sure it is not too hard nor time consuming to implement and this is definitely a low hanging fruit that will make everybody’s life better.

_blank0o2 years ago
3High PriorityUI/UX

Increase the 10x10 canvas size for Large/Penthouse appartements

Right now the 10×10 grid size makes having a large apartment with 5 rooms the same as having a medium one as you cannot make use of the extra space that is supposed to be available to you. We should be able to place 5 rooms of 36 tiles in a Large apartment but the underlying 10×10 grid forces us to use a 10×10 square with a surface of 100 tiles when we should be able to have 180 tiles. This is a big difference and right now there is no difference between a medium and a large apartment in terms of surface as they both go over the 10×10 grid. Suggested solution Simply increase the underlying grid to 20×20 or even 30×30 for all apartment holders. It would solve the limited grid issue and encourage creativity with a bigger canvas that allows for more apartment shapes, even for small apartment holders

_blank0o2 years ago
UI/UX

Skills LVL

Please add more levels for skills

mrsnorch2 years ago

Change back "The Final Push" quest to lvl 30

It would have been much more considerate if they had given us a heads-up about this change. Many players have been putting in a lot of effort to reach level 30 in all skills, especially in mining, which is notoriously time-consuming. Those who already have the backpack have always had a well-earned advantage, but raising the bar even higher to obtain it now feels unfair. It will make it significantly harder, if not nearly impossible, for new or progressing players to even come close to competing with them.

Vanglog2 years ago
High Priority

Please add more mapped keys for potions

Hey team, having a single shortcut for the potions we are carrying in the dungeons makes it super hard to leverage their power in the heat of the fight. For example I often run with a health potion as a failsafe bound to the Z key and to take another potion type (like speed or damage), I have to: manually open my bag right click on the potion I want to take left click on “Consume” wait for the consumption time to be over In the middle of being swarmed, this is not practical at all and add a ton of frustration to the experience. I suggest letting users add up to 3-4 button shortcuts for different potions and have dedicated slots in the bag to make it super clear what is bound to what key.

_blank0o2 years ago
4
Planned

Trowel

Please create a short-key to open the towel. And in stead of opening it in the middle of the screen, please position the trowel just above your normal bag on the right side of the screen. At current state we need to open bag => open tool bag => open trowel-bag => drag trowel-bag out of the middle of the screen. Thats 4 actions just to open the trowel.

relicz.2 years ago
1

Remove public farm plots or instance them

Currently there is a problem where there are not enough public farm plots to go around, which leads to bad feelings among the playerbase when other players occupy or over-occupy these plots. This problem will only continue to get worse as the playerbase grows. I propose that we either remove public farm plots and expand the number of private farm plots (maybe this is something that can be upgraded with gold/pioneer credits and/or via apartment) or instance the current public farm plots so that every person can use them themselves. This would also open up additional game design options for crops since you would no longer have to design around needing to cycle crops in shared plots (e.g., you could potentially remove crop death and instead replace it with some kind of quality mechanic wherein the sooner you harvest a crop, the higher quality it is)

naviking2 years ago
1

Big concerns with the new Gold and Items economy

It will feel a bit like a rant but the goal is to give you honest and brutal feedback on how a lot of OGs feel right now. First things first This update is freking awesome. There is no questionning that. The team worked hard and delivered on a ton of promises. Yes ther eare bugs, it can be slow at time but overall the experience is much better. So thank you and kudos to the team. Gold and easy reources issues The concerns are with the economy and how it impacts existing players who spent 100s of hours in the game and sometimes hunders or even thousands of $$$ in resources. Clearing the desert biome gives you so much gold and so many resources that it makes it trivial and easy to get what used to be end-game materials and gear. On top of that, you reduced the material costs of crafting most of the end-game gear: Starvewe fabric is now very cheap (it used to cost 16 Terras - dozens of hours of grinding) Obisidian plates are now so cheap (it used to cost 16 obsidian - even more hours of grinding) Chronmosteel Greatsword used to cost 40 Terra Ores. Now it is so cheap, anyone can get it All the materials drop rates have drastically increased: it is now easy to get Terra, Obsi, Chronosteel, Eclipsilk… It is now very easy to get a lot of those. The combination of those factors feels a bit like a spit in the face of all the people who bought an appartment, invested time and $$$ in the game to grind. All the OGs out there who kept grinding, slowly getting to the end-game gear and slowly stacking what used to be valuable resources. Now a 12 year old with a free account can get there in a week. Those resources are not valuable anymore and all this time and money spent on collecting it has been wasted. Especially now that anyone can play for free. It feel a bit like we’ve been given a middle finger to prioritze the F2P players.

_blank0o2 years ago
10

Create new quests for additional skill levels instead of modifying Final Push

Currently, the quest “The Final Push” has its requirements adjusted based on the max skill level in the game. This creates an imbalance between older players and newer players in being able to complete this quest. Instead, this quest should remain at its original requirements and increased skill level caps should be accompanied by new quests related to the increased caps.

NaviKing2 years ago
1

Pace and feel feedback and suggestions in dungeon

Wanted to have it as its own post so other players can comment specifically on the feel and balance of the game inside the dungeons and nothing else here. What works The general pace increase is a breath of fresh air. It feels much better. Mobs are faster, we attack more often and we have to be more careful. We get punished for our mistakes and this is good! The increased mobs life is also good, now most mobs take multiple hits and killing them is more rewarding. The lower cooldown on most skills is good (in most cases) and the balance adjustments to the main weapons finally make the hammers fun to use. Some skills that were mostly useless are now fun to use (bombs, pyro and chain lightning now feel good). What could be better 1. Player speed We are too slow and this feels like having a constant debuf when walking around in the dungeon (in the overworld too). It makes it tough to avoid big salvos from bots we saw coming but cannot escape due to being slow and this is adding frustration to the player experience. Other rogue-likes / bullet-heavens all have a dash/dodge mechanism to add to the player mobility. I guess that for us it is impossible to implement due to browser limitations so I suggest having a base speed increased by 5-10% instead and the speed vials/potions/stims should be a 20% buff to compensate. This alone would make a huge difference 2. Skills/Weapon balance Gleam-Twins: those have been nerfed too much. The duration is too short for the range it has and makes it go from a top tier skill for its high DPS + maneuverability to a useless one. I suggest slightly increasing their duration and their initial range for them to be viable again (not to the point they are OP but right now they are useless) Machine-gun: this is still okay but the fire-rate buffs that were already bad are even worst now. The fire-rate buffs decrease the (already short) firing duration to something that is way too short. I suggest changing the fire-rate mechanics so that the shooting time stays the same but you get more bullets in by firing at a higher rate Minigun: this was OP and nerfing them was needed. The issue now is the impredictability of the side it will fire as we start with only a half-circle. I suggest starting with a full circle, same as before, but slightly increasing the cooldown to balance it and reducing the damage modifier by 15-20% instead. It would feel better and still be a decent skill for its anti-swarm effect Ice-cube: the skill generally feels better but the reduced damage output makes it very dependant on RNG to be viable. I suggest slightly increasing the initial range and damage output to make it more reliable and less frustrating to use Chakram: the reduced cooldown is great but because of the fact that, at best, it hits only twice the same ennemy, it is inferior to the machine-gun and depends on RNG to be okay (broader range + size). So here I suggest increasing the base damage a bit Kusarigama: they are fun to use but with the increased pace and our slow speed, the pullback time upgrades are useless (it might be better if we have more speed but right now it does nothing). Same as Chakram, they only hit twice the same ennemy at best so I suggest either increasing the base damage or adding damage over time with poison stacks (similar to the burn stacks) to replace the pullback time buffs. Poison could also slow-down ennemies - that would be super fun Swords: the reduced cooldown does little to help them. While the rapier has the highest base damage (and sprite animation!), the very limited range

_blank0o2 years ago
2

Add 3-4 Storage slots that don't disappear to the backpacks

This would add more utility to the backpacks (+ backpacks are for storage right?) I would personnally use that to store vials and stims I might use during runs

_blank0o2 years ago
2

Contrast issues in the Everdune biome

The contrast between the mobs and the background is too low in the Everdune biome. It makes it hard to spot ennemies and process what is on the screen, especially when this is getting crowded. This is a classic pixel art problem and you cna use a mix of those options: adding an outline to the sprites around the mobs to make them standout from the background using more saturated colors on the mobs to make them standout from the background using a different palette, further way from the background on the mobs reducing the saturation of the tileset so it is more pastel and lets the mobs stand out more

_blank0o2 years ago
1

Make Speedruns more interesting with better rewards

Hey team, I understand that you can’t offer gear or stuff that would give an edge to the winners but giving interesting prices for the top 5 or top 10 would be a better approach than just a single, not too interesting item. What I suggest is to distribute Pioneer Credits on top of the Hair piece every week: 1st place = 100 Credits + Hair Piece 2nd = 50 Credits 3rd = 25 Credits top 10 = 15 credits And if you cleared S12 at least once, you get 10 credits At least every player has an incentive to clear S12. Pioneer credits is a much better incentive than some hue change on a sprite and it will get more people engaged (I know it will for me).

_blank0o2 years ago
4

Map Modal Usability and Mini-Map Customization

I’ve really been enjoying the new map feature, and I find myself constantly toggling the larger map modal instead of using the mini-map in the upper right corner. While the mini-map is convenient, the fixed size feels too small to be helpful, especially since I never zoom in on it. Instead, toggle the larger map modal, center the full map on my player, make sure I’m completely zoomed out, and click the “white door” icon when traveling long distances. Sometimes this takes me through the doorway automatically, but often it just places me at the entrance. It would be great if the map modal were more responsive to door clicks, especially for long-distance travel. Additionally, if players could resize the mini-map, it would likely become more useful, as its current size doesn’t offer much visibility, and there’s no option to turn it off to reclaim that pixel space.

yolaEric2 years ago
2UI/UX

Make farming profitable

Right now, the cost of seeds is higher than the price you can get for selling your farm's produce. To me this makes no sense.

relicz.2 years ago
1

Food Buffs

Currently with the food items in game if you eat a burger (+110HP +7% dodge) and then drink a beer (+7dmg) only the burger effect will work. I feel like you should be able to use both and whichever one boosts 2 of the same stat more should take effect and the lower stat will boost will be cancelled out. That way multiple food items have uses and we have more material sinks. For example, It would be nice to be able to get the health buff from one item, dmg from another, dodge from another, etc. Just cancel out the lower stat buff if any of the consumables buff 2 of the same stat. I know it might be wasteful of some materials but we need some use cases for our crops.

dank._.2 years ago
1