Holy Potatoes! We’re in Space?!

Holy Potatoes! We’re in Space?!

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Daylight Studios  [developer] Mar 27, 2017 @ 1:59am
Holy Potatoes! A Suggestions Thread?!
Hello everyspuddy!

It's been more than a month since the release of Holy Potatoes! We're in Space?! We would like to thank all you guys for your continuous support and enthusiasm!

We’re constantly working to improve our games to provide the best gaming experience for our players, so we want to know YOUR thoughts on the game so far! What do you spuds want to see in the game?

Do you feel that certain features could be taken away, changed or improved? Let us know by replying to this post!

Also, if you have any crazy ideas or suggestions on what you would love to see for a future Holy Potatoes! game, fire away!
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Showing 1-15 of 37 comments
Rawly Mar 31, 2017 @ 1:14am 
UI and Game Improvements


There's some screens missing information that would really reduce some of the UI frustration. I've created a bulleted list below:


* After winning combat, show an inventory screen with a dismiss button showing all items gained. Instead of the current 1 second delay pop up tooltips that are impossible to read and track what items you've gained. This would also make combat and loot feel like it matters a bit more.

* In the CREW OVERVIEW screen, no stats on the crew members are displayed. If they need therapy, their stats summary, etc should be easy to read at a glance from here.


* Star bases, etc, having to return to "HUB" view to use the warp gate is annoying. If the ship is docked, you should have 2 screens at most. (Ship and base), with warp / leave sector a quick push.
- Star map. Would be nice to be able to choose different destinations like FTL. It feels like just random linear progression currently.

* Chat / Mission log showing a list of dialogue and events that have taken place.

* Before clicking START when exploring a planet, etc. The location's information, difficulty, enemies, etc should automatically be displayed on the right side of the screen promonently.


* When dragging an item to craft, you can no longer see what items you need to craft the item without putting the item card back into your hand. This should be displayed by hovering or just by default as it's a big deal to not have to go back and forth.

* Combat, when assigning a weapon to a target, unassigning that weapon is a bit unintuitive. Especially on a mac, I didn't know right click would undo the target selection. I think you should just be able to hit the weapon number again and click a different target. Would be helpful if each weapon had a number and/or color crosshair associated with it so you know what was targeting what a bit easier.
Daylight Studios  [developer] Apr 3, 2017 @ 2:08am 
Hey Tag Wolf!


That's some super detailed feedback! We've passed it on to the rest of the team and they'll be taking a look :D Thanks so much for taking the time and effort to do this writeup; we'll definitely see what we can do to make the game better for all players! :steamhappy:
Mharr Jun 25, 2017 @ 7:38am 
If you're going to have a major boss fight immediately on arrival at a new hub, possibly requiring a complete weapons rebuild to survive, please don't have a system that overwrites all previous saves at the same moment! That's a pretty sudden Game Over screen to run into after twelve hours.

Actually, please don't have a system that overwrites all previous saves at each hub period. I had to restart from the beginning due to that boss fight situation, and just lost my complete exploration streak to an accidental gate click. Arrrgh. :steamfacepalm:

A visual indication of which planets have been explored on the map would be useful for planning routes.
Last edited by Mharr; Jun 25, 2017 @ 7:06pm
michael.cottle Jun 29, 2017 @ 8:25am 
More than one save slot. I'm not greedy, two would be fine but the ability to have two games going when you want to try a different approach without killing everything would be great
crys Jul 4, 2017 @ 11:55am 
I would like to have a roundup of all the materials needed for your stored blueprintst.
This way i dont need to sum-up all the materials needed and remember them for the shop.
Daylight Studios  [developer] Jul 4, 2017 @ 8:48pm 
Hey guys! Thank you so much for all the feedback and suggestions! We will take a look through all of these and see what we can implement into the next update :)
sleepslikeacat Dec 3, 2017 @ 10:42am 
Weapon charge system could use some improvement

Right now most people would fire 3 weapons each turn and the 4th weapon every 2rd or 3rd turn. Unless they intentionally matched charge per turn gain vs total cost to fire all weapons
This also makes max charge pointless outside of useing ablities
doing 1k damage per turn, and every 3rd turn doing 1.3k is rather underwheming

Ways to adress this
  • Introduce weapons that feature a cooldown, where it could not be fired every turn
  • Weapons that can be fired more than once per turn (at the cost of charge)
  • Weapons that consume charge over servual turns to fill up a meter before it can be fired
  • A weapon that takes up 2 weapon slots

Give us a reason to not just spam a volly of shots, introduce a element of forward planning or wepaon interaction

for example
spends 3 turns only fireing 2 weapons to power up "powerful cannon"
fires a emp at thier shields -> powerful cannon does high damage to hull

Right now max charge is very under wheming, there is little reason to save up charge for a big move. This also has the added benfit of when one of your weapons gets destoryed you benfit form the extra charge your not otherwise useing. The same can be applied to hostile ships, rather boring destorying all but 1 of thier weapons and proceeding to lower thier hull hp to as low as possable; before finshing them off for the part destruction bonus and making sure they cant flee in time
Daylight Studios  [developer] Dec 3, 2017 @ 7:32pm 
Hey Sleepycat,

Thank you for the suggestion! We honestly had something very similar in mind when we were developing the game but we weren't sure just how we wanted to implement and present it into the game, and you were able to concisely word it! We will definitely see what we can do to implement such a system!
mogadeet Jan 14, 2018 @ 10:52am 
How about a variety of ships to choose from? That was a nice feature of FTL.
Daylight Studios  [developer] Jan 14, 2018 @ 6:07pm 
Hey Mogadeet!

We implemented ship customization a while back! Although it is just a visual customization and does not impact your ship stats in any way, you do get the freedom to choose what your ship looks like :)
The Ben Obiwan Feb 22, 2018 @ 9:45am 
Small error, but thought I'd point it out- there is a word missing from this sentence when fighting the Crimson Phoenix (indicated with asterisk)-
"Well, it's a phoenix... I didn't think it *would* stay down so easily. Keep at it!"
Daylight Studios  [developer] Feb 23, 2018 @ 12:39am 
Hey Ben!

Thank you for letting us know! We'll look into that and get it fixed as soon as possible!
Talekouale Mar 20, 2018 @ 10:40am 
A very helpfull feature would be fullscreen windowed mode so it is fullscreen and dont minimize when you click on an other monitor
rincewind Mar 20, 2018 @ 1:02pm 
I know that I'm late to the party. But being able to delete a skill from the crew members would be reaaaally nice.

Daylight Studios  [developer] Mar 23, 2018 @ 1:30am 
Hey guys,

Thank you for your suggestions! Someone else had also suggested fullscreen windowed mode so we will look into that in a future update. Also, we like the suggestion of deleting a skill from the crew members, although it would kinda break the idea behind procedural skills. If you'd like, you can always reload your game from the last SOL and kinda re-roll the last skill you learnt if that makes sense!
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