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- The boat driving does feel cartoony but I like it, if anything there could be more/better animation if you reel in a fish or hit a rock to create some more waves or rumble.
- Mouse and keyboard feel fine during my demo playthrough, menu options could often be done with either a click or a button...
- Inventory auto sorting would be a ridiculous hand holding feature. MAYBE it could work for the storage but for the active inventory the act of trying to keep it organized is a key part of the game
- I do agree that the map needs improving per above. Perhaps the game starts with "fog of war" that you need to explore. And also perhaps there is another ship item slot for a sonar or radar that helps lead you to objectives or specific fish you are looking for?
I downloaded like 20 demos today and so far this is the only one I'm very interested in. I hope it continues to get developed well and fleshed out more!
I can only agree somewhat with improving inventory controls.
Otherwise, I think the game is charming. I'll buy this for sure.
A note about the boat driving on the controller, the deadzone is really small. If you move the joystick in the slightest to the left or right, the boat is suddenly turning. This results in movement like this
I put a deadzone slider somewhere in the settings for exactly this reason! Did it help at all?
I prefer products that raise IQ instead of lowering it.
Do feel free to give me examples of all the games that fit into that "religious fever" by the way, I love it when games have inventory tetris into their resource management. And only Resident Evil 4 has crossed my path with this system in a way that pandered to me.
https://ae01.alicdn.com/kf/HTB1_skSNVXXXXb8XVXXq6xXFXXXo/13-Holes-Wooden-Shape-Sorter-Geometric-Sorting-Box-Cognitive-Matching-Wooden-Blocks-Shape-Color-Recognition.jpg
And yes, I think there is an unhealthy obsession with squeezing gameplay out of limited inventories, but it's a problem for the industry, this game just jumps onto the bandwagon.
Here is some further reading if interested:
https://www.gamesradar.com/greatest-inventories-in-video-games/
https://www.reddit.com/r/patientgamers/comments/jdgxud/games_that_are_littered_with_items_but_give_you_a/
https://gamedev.stackexchange.com/questions/40008/does-an-inventory-limit-in-an-mmorpg-make-sense
One iconic sentence here is:
"Much of game design is about resource management, because deciding how best to use limited resources is an interesting choice that games can easily implement. Limiting the inventory forces players to think about the value of each item and make decisions on whether to hoard or sell their loot, and on which items to carry out into battle with them."
and the answer:
"Much of game design is about interesting resource management."
You can find similar quotes like this, and this has lead to some good games but also to serious setbacks in gaming evolution, as developers looked at all the fancy catchwords like "easily implemented", "value", "decisions", as the go-to solution and panacea for their suffering projects. What they tend to forget is "meaningful decision" "actual reward" "true motivation" and "added value".
Historically, this has lead to developers focusing on limiting players before even thinking how to reward them and give a good endgame, and the shrugging admission that maybe the average game time shouldn't be more than 20-30 hours.
2-8 hours could be the more realistic outcome, and this is the reason why game developers can't be digital neanderthals, but must strive to stay on top of their game.
I tend to think that being upfront about what I like and don't like is the mature thing to do, remember this can be valuable feedback for developers to make their games better.
It's not designed to lead to a battle of opinions between players, let alone to a discussion of the benefit of having an opinion.
Hope this helps.
The limitations imposed by this game are only similar to two additional examples in the article you posted, and in one case (DEHR) I'd go as far as saying the inventory in that game was irrelevant, while with this limited demo I managed to squeeze some value out of the inventory's mechanic.
I do agree this is about feedback though. In the sense that your stance on the matter really doesn't factor into my day in any way (sure wastes time though, make sure you add some value to what you say). But since your criticism was completely counter intuitive to what I liked about the game, I wanted to let the developer know that other stances exist and that they're being pandered to with the direction they're taking.
With that in mind, do make sure your next reply doesn't waste more time than the lack of an auto-sorting function does. I understand that fitting shapes into holes can be tricky, but that doesn't mean all of us want to bypass to the instant-gratification part by asking help from the teacher.
Now the good thing is the world doesn't just revolve around you, and perhaps there are friendly people ready to accredit value to my posts. My feedback is made for developers, you are free to comment, but not to be mean, no matter how counter-intuitive to what you liked about the game my workmanship appears.
I can't serve as a buffer for lack of insight into Diablo-style or Minecraft-style inventory systems, this requires your own experience or research into the subject matter, again, where interested. If not interested, I see no reason to go forth harassing people who try to support you on the basis of your ignorance.
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I would think every seasoned developer to be informed if not outright educated about a volume of inventory systems. Inventory-Tetris games are a thing, so if that's what you want, this can waste your time until this game releases, or you could play the Demo some more.
https://www.pcgamer.com/finally-someone-finally-turned-inventory-tetris-into-an-entire-videogame/
https://thejaspel.itch.io/backpack-hero
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