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Just have one thing I no like much and want to give a sugestion that is the missions for the cities, the missions is ok work well, but maybe add a option to we see in the menu all the missions we have, and no need to return to the cities to check?
As for the missions (quests), you should be able to see them on the Backpack/Journal on the button on the corner! It's on the first page to the right. We'll work on making it more visible and clearer, and also making quests more accessible and practical overall!
Thank you very much for your feedback! 🥰
Can't wait for the full release 👍
You should be able to cancel quests on the right-side of the journal when you're in the first page (backpack). We'll be adding a way to cancel them directly from the town UI in the future though! Glad you liked the demo! Cheers! 🐳
One thing though, I hope the final game will have a map or the possibility to zoom out of some kind.
And yes, including a world map has been a pretty common request, so we're definitely looking into including one in a later demo or in the game's release. Hope you look forward to it! Cheers! 🐳
And yes, the last blimp is a completion reward. We'll check about either hiding it (and making it a surprise), or adding some sort of special highlight in case we add more special rewards like that.
Cheers! 🐳
1. Purchasable/unlockable functional upgrades to the player's flying ship.
From what I've seen, the demo offers upgrades focusing on the aesthetics of the ship; would be nice to have functional upgrades like better engine thrusters for increased air travel speed, or a hull upgrade to increase the ship's storage size. Opens up gradual in-game progression and possibly even a whole new chain of quests from NPCs to upgrade the ship.
2. Starting cap on the ship's storage space.
In the demo, the ship appears to have unlimited storage space and makes hoarding goods all too easy. Was thinking a cap on inventory size at the start could make things challenging, and would reward more deliberate and prudent buying decisions. Players are relatively safe from going bankrupt due to the frequent availability of tourism quests which provide easy money.
3. In-game milestones or an achievement list.
I imagined it to be like Animal Crossing New Horizons's "Nook Mileage program" that rewards players as they play the game. In the case of Townseek, some achievements could be exploration-based like Globetrotter "Visited X number of towns" or Frequent-flyer "travelled a total distance of XXXXX miles". Rewards for achievements could be currency, rare minerals, or even unique aesthetics for your ship. Think I saw a greyed out Achievements tab in the demo, so I'm hyped to see what's in store!
Also, not the topic of this discussion thread but some features I'd love to see :
- As mentioned by other players, a world map with zoom function would be cool. Ability to set waypoints with auto-travel function would be a very convenient feature too, as players can relax and just soak in the beautiful art style and music.
- This game gives me serious "the world is your oyster" vibes, along the lines of Chocolatier from Big Fish games. Will there be a day/night cycle, or some kind of 12 hour clock for better estimation of the passage of time travelling from town to town? Adds an additional time factor in deciding which trade routes to ply and what goods to prioritise.
- Weather. Specifically inclement weather like rain, snow or hail. Would be fun to see how that might affect air travel speed and may push/necessitate players to get higher ship upgrades.
Sorry for the long post! Had a sleepless night and this demo was all I could think of. Hope this feedback is useful and looking forward to the full game release :)
Sorry for the long time to reply, but we wanted to assure we had the time to go through it and reply properly! Thank you very much for your feedback, and we're really glad that you thought about us during your sleepless night (do get some good rest at some point)!
Getting into it:
1. Purchasable and Functional Upgrades is in-fact something we've already got planned and are actually implementing now! Alongside the compass you get during the main quest, you'll need to get additional upgrades in order to be able to explore other areas of the world. In addition to opening up more continents, these also make the ship move faster, increase the chances at getting multiple items from activities, etc. Some of these are meant to be purchased while others will be unlocked along the main quest! Originally we were intending to have a whole system of equipping and un-equpping upgrades, but we decided to settle with them being permanent unlocks, so the upgrades just keep on stacking! 🥰
2. Starting cap on the ship's storage space is something we've discussed multiple times and we're still trying to figure out what's best! While we were pitching our game at various events, we always highlighted how we didn't want to limit the storage because of how we're designing the game to be easy to pick-up-and-play. It's something we're tempted to revisit, and we've considered having an alternate game mode that add storage limits it just in case someone wants the extra challenge! We're still brainstorming about it, but we'll definitely keep the feedback in mind.
3. Achievements and Milestones will be coming alright! We're really excited to start working on them and have them integrated and all with Steam Achievements too. We do love the idea of making them progressive achievements like Nook Miles though, so we'll check on that idea! We do want there to be special rewards (like how you can currently get the Shooting Stars blimp by completing the collection) on completing certain achievements too! 👀
Finally, and glancing over the other bullet points!
- World map is something we're definitely adding after the many requests we've received! Waypoints and what not are being discussed since it's something we originally talked about but wanted to check on how the world felt to navigate across first.
- I recall playing Chocolatier long long ago! Not sure if we'll have the ability to add a day/night cycle because of scope concerns, but it's something we've toyed with at some point. No confirmations it's something that's going to be done in-game but we'll consider it.
- And finally, weather is something that we definitely want to experiment with, even if it's just for atmosphere alone. Really looking forward to seeing how the game looks with rain for example!
Phew, that was quite the feedback list to go through! If you're up to it, we definitely would invite you to join our Discord Server[whalesandgames.com], mostly because we're more likely to get back to your quicker on there, and we'd love to have your feedback on things as they pop-up! Even then, your feedback was a massive help and it's really great to know you're looking forward to seeing the game shape up up to the full release!
If you end up coming up with more ideas or feedback, do let us know. Thanks a whale ton again, and Cheers! 🐳
We're definitely looking into improving the on-boarding and introduction of the game with a better explanation of the game's mechanics! Hopefully we can get that rolling and implemented by the time of the next demo! ✨
Hope you look forward to it, and hope it meets expectations!