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I really like many of these, and have added them all for the team to look at.
In particular:
- Irrigation pipes sounds like a fun idea.
- A craftable lantern that degrades with use
- More control with the Chisel
- Steles remaining lit after using them
- permanent wellstones
Removing plant drops at a health % is interesting. Sounds like it'd make the game really tough!
Not being able to interact with the frog unless it's close to the home tree sounds like a bug.. Did this start happening partway through or has it always been this way for you?
Thanks again for all the great feedback and ideas! I'm really happy to hear that you're enjoying the game so much, we look forward to continuing to improve it, especially the end-game and long term gardening options.
I look forward to seeing the replies to this thread :D
Active frogs should show up on the compass if you're close enough. It's a pain to have a dense garden and have to pull up the map to find out where the frog went this time.
There should also be a way to recall a frog within range of a spring kind of like the pangolin. I brought a frog to a spring in the canyons only for it to fall down a tiny crack at the bottom of a cliff and get stuck there for the rest of the game.
Some alternate way to unlock the basic (non-biome, non-crossbreed) cultivars at endgame would be nice. I never found a single sunburst cultivar, and I didn't find a wild monument shroom until I noticed a normal colored one in a grove biome.
An "unassign all" button in the trade interface would help. Things like feeding spirit darters keeps defaulting to things I don't want to lose (e.g. acorns) and it'd be nice not to have to scroll through the entire inventory to deselect them one by one.
I couldn't figure out a way to make the notification icon in the memories panel go away after I'd unlocked everything.
Edit: Also, the map generator still has some kinks to work out - in addition to the ravine mentioned above (which also happened to get me stuck climbing up the inside of the cliff face for a bit the one time I fell down it - I made an in-game bug report ont that one) one of my canyon gates was just arbitrarily sitting in the middle of a flat plain with open routes to the sea on either side of it. Breaks the immersion a bit for that gate to be keeping the poisoned air from leaving.
@Freelancer Lenna, thanks! I've logged these suggestions as well. A way to call frogs back would be especially good!
Thanks so much!
Jennifer