Perhaps you already have the maximum of water filled shells? Can you place an image of your inventory with this?Wierd, but I can't get coconut shells with a water (got empty shell).
The chili pepper can easily be transcribed as hot/spicy. Being we don't know anything about cat lady, we can't assume spicy and being he has been making fire to keep himself alive, a flame seems like the most logical for hot. I don't know how strawberry means sexy, maybe sweet and red. Peach is usually for a specific butt shape, as are pears, and eggplants for genitals. Never seen strawberry before.Wow, thank you for your feedback!
Strawberry and chilli pepper transcribes as "hot and sexy". We'll think about other variants of emoji for that line
Initially, it was two different buildings so they worked independently but we decide to merge them to simplify crafting UI and visual noise on the home location. But I agree that it somewhat confusing and maybe we'll rework it later.
It's just simple as one per day, there is info about it:
View attachment 1055280
When stock in the fire is low, Lee will think about it like:
View attachment 1055284
Maybe we should change this emojis order, hah
Yep, this is the problem, there is only one current state for the Lee. Maybe we'll introduce joint state, thanks for the idea
We fixed collision detection in this minigame, it'll be in the next update, so it'll be easier to catch the fish when you actually hit it. As for bobber, it's not on the end of the line so some fluctuations are by design. The bobber is just for the picture, end of the line is really matters!
We're fixed this bug in the last update, it'll be available around next weekend
This bug should be gone too
Agree, but this is best what we've come by now. We spent hours finding the best emojis for some UI/menus, but some of them may confuse, I may agree with that. In some cases we set what we thought will be clear for the players, but if there may be better variants — we gladly accept and integrate them!
As for joystick and eyes before minigames its "interactive" and "non-interactive" game modes, which we describe as "play" or "see".
Upd. And the bug with the progress, that mandor1784 mentioned was fixed too
Nope, I tried with only one filled shell and without shells at all.Perhaps you already have the maximum of water filled shells? Can you place an image of your inventory with this?
Hmm, we'll discuss it, why notYou can keep them as a single building, however a split UI or something to make it so the fire doesn't have to be lit for non fire related things would be nice.
Red marking is just an additional warning about firewoodIt is 1 bamboo a day? I figured it was 3 a day, because if it got down to 2 or 1 it would show red, so I figured it needed 3 to 5, burning 1 per time mode.
We are working on it, there are some technical problems with showing info about results in the textbox like in the task windowThe numberings in the game are a bit odd. Like if you get bananas it shows as a single banana with a number underneath, but if you go fishing and catch more than 1 it will show 2 or more fish icons.
It's common indication for current/maximum count of items. For example (5/10) means you have 5 and may have no more than 10.Also in the inventory some of the numbers go pretty high like I think my leaves can go up to 53 even if I don't have that many. Or is it counting how many I used the whole game? So some more unity on the numbers would be nice.
There are plans for more sounds, yes! And for some gallery, so it'll be clear that some scenes was missing because of choices.Maybe the not knowing if the give water back or drink water first choice matters? Or maybe some more sounds?
I can check if there some bug if you send me save file here or on our DiscordNope, I tried with only one filled shell and withot shells at all.
Hmm, we'll discuss it, why not
Red marking is just an additional warning about firewood
We are working on it, there are some technical problems with showing info about results in the textbox like in the task window
It's common indication for current/maximum count of items. For example (5/10) means you have 5 and may have no more than 10.
There are plans for more sounds, yes! And for some gallery, so it'll be clear that some scenes was missing because of choices.
I can check if there some bug if you send me save file here or on our Discord
Ah, yes, we didn't balance this cap yet. We discussed several different inventory systems (like cell limiting, weight limiting, common cap, several storages) and the current one was the simplest by UI/mechanics in a textless environment. For now, rarer items have lower cap so the player can't grind them on and break some game events/trials later on in the game. We'll definitely review those numbers later as all resources will be introduced in the game.What I meant by the inventory numbers go pretty high. MC can store 5 healing sea weed, he can store 53 palm fronds, the numbering of the upper limit seems arbitrary is what I meant.
It's hard to show it in 72x72 image, we tried some:Maybe for the firewood add an extra icon of a sun to moon to sun transition or whatever to show a time frame per fuel.
0.5.0 was released on 20 February for patrons and will be available on 5 March for allCan I know the schedule for the next update?
Silly me, thanks alot for an explanation! Game is great, btw.madmit, you have 14 coconuts but no empty coconut bowls, just eat them to make bowls
View attachment 1058467
We'll think about the custom image of coconut to differentiate them more
Ah, yes, we didn't balance this cap yet. We discussed several different inventory systems (like cell limiting, weight limiting, common cap, several storages) and the current one was the simplest by UI/mechanics in a textless environment. For now, rarer items have lower cap so the player can't grind them on and break some game events/trials later on in the game. We'll definitely review those numbers later as all resources will be introduced in the game.
It's hard to show it in 72x72 image, we tried some:
View attachment 1058490
The other icons look nice, but the 24 ones which do look good still read weird. Being you can't know it is a clock, just 8 dots in a circle which is not how long a day is in game. I get the game is textless, but maybe it can use moving icons. Showing the rotation of clock hands or pouring of sand, rotating of hourglass, something that gives better readability, especially since there are only a few time frames in the game days.madmit, you have 14 coconuts but no empty coconut bowls, just eat them to make bowls
View attachment 1058467
We'll think about the custom image of coconut to differentiate them more
Ah, yes, we didn't balance this cap yet. We discussed several different inventory systems (like cell limiting, weight limiting, common cap, several storages) and the current one was the simplest by UI/mechanics in a textless environment. For now, rarer items have lower cap so the player can't grind them on and break some game events/trials later on in the game. We'll definitely review those numbers later as all resources will be introduced in the game.
It's hard to show it in 72x72 image, we tried some:
View attachment 1058490
Animated icons is a good idea, we'll think about it, thanks!The other icons look nice, but the 24 ones which do look good still read weird. Being you can't know it is a clock, just 8 dots in a circle which is not how long a day is in game. I get the game is textless, but maybe it can use moving icons. Showing the rotation of clock hands or pouring of sand, rotating of hourglass, something that gives better readability, especially since there are only a few time frames in the game days.
Other than that, my other slight suggestion is to have "permanent" items in their own area/window/side bar attached to the main one. This is to make players not have to scroll down a long list. So spear, fur, rod, picture would be elsewhere and thus all usable materials exist in that inventory.
Not now, sorry. But we are getting closer to the moment when we may provide compatibility, I swearAsmo, dude, please tell me that the old 0.4 saves work.
yeah ,I don't understand the ligthning + Coconut shell + Fish + Poultry + Crab. What am I supposed to do with that to make salvor?
I guess he's thinking he should get those foods. My guess. You need them to feed the catgirl.I don't understand the ligthning + Coconut shell + Fish + Poultry + Crab. What am I supposed to do with that to make salvor?
Not a big problem, since I restarted from the last part you provided.Not now, sorry. But we are getting closer to the moment when we may provide compatibility, I swear
Yeah, the line from the script "TheI guess he's thinking he should get those foods. My guess. You need them to feed the catgirl.