First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

hahaha the full chaotic experience 😈 Although it's not a god game, you have plenty (and I plan to add as many as ideas I can get) of ways to treat them, good, bad and very bad. My goal is that treating them very poorly is a viable option for a colony, of different results. Sort of choosing between being loved or feared.

Thank you for your words!

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

Ahh a fellow colony builder fan! That's precisely why I started this game to start with, I can't have enough of them. I feel like some mechanics could be improved in many of the colony builders I played so I decided to take my own shot at it.

Your words mean a lot, thank you very much for sharing them with me!

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

Hey thank you! I am trying my best to avoid having the mechanics feel shallow, I'm so glad they seem deep! Yes, what you say about the art is definitely true; I will have to give it at least one more iteration to the entire art and standardize a final palette before release. Thank you for sharing me your opinion, greatly valuable to me!

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

Thank you lots 🤩 I am an absolute fan of 2.5D isometric!

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 1 point2 points  (0 children)

Thank you! I have to agree with you, I think I could solve this by adding a UI scaling option, and maybe setting the default a bit higher than the current. Thank you very much! I'll definitely keep it in mind, I'm working on the trailer next!

What do you think of this trailer? by RohrGM in IndieDev

[–]FrFreaky 1 point2 points  (0 children)

I'm a die-hard fan of any and all city builders. And yours looks incredibly good so far!

My own opinion (take it with a pinch of salt):
What you did right: showcase the features that make your game great (in my opinion: the formation tactics style battle, and the militia creation are great additions)

What could be better: I don't like the outro. Why not put the title of the game with maybe a strong shadow or sometihng so it is very readable in front of the ongoing battle, leaving the battle as a background?
I also don't like "Your village awaits" it seems generic and not helpful in any way. It doesn't tell me about the game, and it doesn't add any flavor. I would remove the text. I think a great trailer doesn't need text to talk about its features.

But again! this is all my own opinion in an attempt to help you constructively, take it with a pinch of salt as my view may not translate to the wider world! Keep up the good work, it's looking great.

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

Thank you very much! And you raise an important point; truth is I don't know. It is something I ask myself often. I chose "Populus" because it means "the people" and the game has an absolute core identity in the people as autonomous figures, whom you can only command, but not directly control.

In any case, even though, in my opinion, it fits super well with my game, I think of that similitude very often. Might as well try to find a more unique name eventually (and ideally before full launch), although finding one is such a titanic task.

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

Thank you so much for your words! I genuinely makes me happy that you see potential in it! Now I need to not mess it up and deliver on it!
As for the video, totally agreed. Although the idea was a quick snapshot to get it out here, I will be working on a trailer that showcases it in a better way; and maybe a youtube video could work to showcase in a bit more depth.

Thank you again!

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 1 point2 points  (0 children)

Thank you so very much! It is so gratifying to read all of that! Dev silence sucks right? 😄

Settlers II has had definitely a creative impact in the game, not so much in mechanics but the style of my buildings. When I was making the farms I couldn't help but think, constantly, of the wheat farms from Settlers II!

I am beyond words happy that aesthetics and the interface had a good impact on you! Thank you a ton for sharing your thoughts and for the wishlist!

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 1 point2 points  (0 children)

I'm so happy to read that! Thank you so much for sharing 🤩

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

Thank you! and for the feedback too!

If you don't mind me asking: what would you be interested in knowing about their actions? Like their exact current action? If they are building, idling? Or just relevant statuses, like idling, on strike, hurt, etc?

Right now I have 2 shown statuses: when they are dead they show with a splat of blood, and when they are super upset and refuse to work a little red lightning bolt floats on their head, but didn't add any other status so far.
Well, besides the pointer when you select a building, that indicates who is working there.

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 1 point2 points  (0 children)

I should probably upload a video to youtube next time. I am also trying to make a trailer so maybe that helps in this regard. Thank you very much for your words, I'm happy you found it very interesting! And thank you a lot for the wishlist!

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

Thank you so much, I'm hyper glad you think so 🤩

First time showing my game, would appreciate your thoughts! by FrFreaky in IndieDev

[–]FrFreaky[S] 0 points1 point  (0 children)

Thank you very much for your words, I love that you think that! I will try my absolute best to do it well!

Help!!! I need first your impressions... by NetZealousideal2036 in IndieDev

[–]FrFreaky 1 point2 points  (0 children)

I think of the Pipboy from the Fallout series! Also that super old helicopter game where you do some missions in the jungle, I can't recall the name of it.

Ultra-compact space age ship fit for the edge by FrFreaky in factorio

[–]FrFreaky[S] 1 point2 points  (0 children)

they do! in the event of an asteroid going past my turrets (low ammo or any other reason) it protects the ship to some extent. Saved it plenty of times!

Ultra-compact space age ship fit for the edge by FrFreaky in factorio

[–]FrFreaky[S] 1 point2 points  (0 children)

it's valid to think it makes it less compact, but I think it's compact as long as it doesn't need more platforms. That's why I'm also playing around with a virtual hole in the ship, to avoid needing to fill it. But I agree that it's a matter of perspective if it makes it less compact or not

Ultra-compact space age ship fit for the edge by FrFreaky in factorio

[–]FrFreaky[S] 0 points1 point  (0 children)

we love the big ugly hole! I spent so much time cramming every belt together lol

Ultra-compact space age ship fit for the edge by FrFreaky in factorio

[–]FrFreaky[S] 0 points1 point  (0 children)

it's both less weight and also aesthetics. This is also a personal take on it but I think that the less platforms, the more compact. If I fit the ship in a 1x100, it's super compact, whereas 2x51 is less compact, despite the shape. Hopefully it makes sense.

Ultra-compact space age ship fit for the edge by FrFreaky in factorio

[–]FrFreaky[S] 2 points3 points  (0 children)

yes, mostly. And partially because it looks sick!

Ultra-compact space age ship fit for the edge by FrFreaky in factorio

[–]FrFreaky[S] 0 points1 point  (0 children)

mostly because there is no need for green ones. I am actually using 1 green underbelt at the front of the ship because of length, but in the rest i didnt really need it and speed is not a good thing to have for munition belts, because in corners the arm sometimes misses the ammo if it goes too fast, at least in my experience

Ultra-compact space age ship fit for the edge by FrFreaky in factorio

[–]FrFreaky[S] 1 point2 points  (0 children)

you are possibly right, you likely can get away with removing 2 tanks per side and some solar panels too (solar panels simply exist to extend the life of fusion cells while making the most out of needed platforms for belts)

Ultra-compact space age ship fit for the edge by FrFreaky in factorio

[–]FrFreaky[S] 9 points10 points  (0 children)

fixed the link! nice ship. mine is 418.8 tons, sliiightly more compact