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-New town structure (shop and possible tournaments?)
-Booster Packs (I just love the excitement of opening physical boosters and that excitement is transferred to the digital realm)
-New card sets
-Ability to "Save" multiple decks
-Deck Boxes (Just cosmetic but it's cool
-Customisable card backs
Possible new crafting/structures/activities:
-Alchemist (Could open up more uses for flowers and certain items)
-Beyblade (I know this sounds ridiculous but I could imagine this could be a hell of a lot of fun and it just constantly pops back in to my mind.
--Expanding on Beyblade:
--Customisable tops (base, middle, top, special power?)
--Battle arena structure (Villagers could come here randomly and you could challenge them to unlock new parts or powers for your tops)
--Tops controllable with W,A,S,D in battle, Q or E could trigger a special power
--Powers don't necessarily have to be creatures like they are in Beyblade, they could just represent elements
-Gilded/Golden Shop (Once you've completed the game you can build a shop that periodically refreshes with all furniture and items you are yet to unlock)
More villagers to coincide with new structures and activities
Relationships:
-Children
-More unlockables from conversations
-Once you are married you should be able to increase hearts but this could be called friend status or something along those lines
I don't want to go too crazy but I also feel like a Monster Capture/Battle system could be cool. Maybe a new island with creatures to capture. This island could be multiple different islands connected.
2.
This ^^
3. Localization :)
1) More townsfolk
2) More townsfolk dialogue variety
3) More hints about how to unlock certain items. (For example, I've played this game for hours and I have no idea how to get the watering can. I imagine i will get it after I satisfy someone's goals for their home, but it would be cool to know who)
It was very strange for me to discover it, but iirc, it was very mean person :) With veeeery high self-estimated
You can go into scenic mode in the option menu and then take a saved screenshot (windows key+prt scrn)
1) Cooking xp lags badly behind every other profession due to how few crafted dishes are bought each day. This is somewhat remedied by the Crafting Workshop ultimate upgrade, but by the time I got that my cooking was still just approaching 50 while my highest stat (farming) was already 99.
Having more things be bought out but worth less to counteract the economy change could be nice. A more complex solution could be if we could adjust the prices of the dishes being sold to encourage more xp gain or more profit. Simply adding a cooking coffee/donut would speed up xp gain. Or the number of dishes bought each week could be tied to something like city rating, consecutive days you've had the pantry stocked, or variety of the pantry.
2) Flower crossbreeding can get really frustrating. I had seven pairs of blue zigzag and dewdrop trying to make a floof, but after a month and a half I had nothing. This is the worst case, but other flowers have been similarly hard to get, so the adventurers that want flowers and completing the flower room in the museum just seems nearly impossible.
Increasing the crossbreed rate would be the easiest way to remedy this, or you could do something like have it be tied to your farming level or have an advancing rate where each flower that doesn't crossbreed has a +2-5% chance to crossbreed the next day. Sprinklers would also be welcome to save real time spent dealing with flowers, but that wouldn't affect the rates and might block places the flowers could crossbreed.
3) The adventurer who wants silver poppys and mystical tarpons seems even more impossible than the flower ones. There are only 9 fishing slots each day (3 fishing locations with 3 fish each) that one of the exclusive fish could spawn in, and these fish are rare even for these 9 slots. Additionally, twice now I've had one of the fishing-trip exclusive fish in one of the 9 slots but then just...didn't spawn. Not sure if they were replaced by a seaweed, if there's a chance the 6 spawns you get simply pass over one of the choices, or if this is maybe a bug.
For this one I'd suggest something like one of the 9 slots being a fishing-trip exclusive fish, rotating through the list, and guaranteeing that rare fish spawns in at least one of the 6 spots. That way you at least have a slow guarantee to eventually see it.
4) The bug adventurers (and museum completion) follow the same problems as the fish, and I'd suggest the same solutions.
5) The furniture merchant is a *huge* roadblock to finishing the NPC houses. He has a total of 105 items that can spawn, so even if you cleared out his whole inventory every week it would take two and a half months to buy out his stock. But then he doesn't always stock all 5 slots, so it's more like over a year, maybe two if you're unlucky. Since his entire stock is available from the first tier, you can't even hold off on upgrading the city to help focus the items he stocks to lower tiers.
Spread the stock for the furniture merchant. The 3-star rank decor store literally adds nothing, and the 3-star and 6-star general store add no recipes. These could easily be filled with some of the furniture merchant's stock, whether it's exclusive or shared between the two. Also the furniture merchant really should stock all 5 of his slots every week to help progress. Biasing his stock towards lower-tier items until they're all bought out or tiering his items with the city's upgrades might help too.
2. Post-Marriage dating events.
3. I know it's not in-line with the game theme, but it'd be neat if you could descend to the void or travel to another continent, use the lightning sword, and clean up other towns. (Maybe that's a sequel lol)
Firstly, thanks for making an awesome game that I had an absolute blast playing (although I am yet to finish due to end-game grind). You've done a great job making a relaxing genre feel new again; and finally making a build system similar to Dark Cloud, one of my favourite mechanics of any game I've ever played!
Suggestions as follows, hope some of these bring inspiration :)
Build Mode:
- Easy mode change; eg when in build mode press 1 to go to move/raise, 2 to go to lower/destroy, 3 objects, 4 .... etc rather than having to press multiple keys to change mode.
- Visible distance grid when moving houses with distance requests available; 'Willow wants to be within 15 steps from heroes house' request available: moving her house shows a grid that extends 15 steps from her house.
- Option to increase movement speed of 'selector' in build mode; takes forever to do a full clean start due to slow movement speed.
- 'Nuke'; remove all removable objects (houses, decor etc) into inventory, move all items to a specific location and flatten whole town - so you get the option of a fresh start.
Town Items:
- Outdoor lighting
- Indoor fireplaces
House Completion:
- Option to use an auto-arrange function on completed houses; for those of us that aren't decoratively inclined this function would re-arrange the townsfolk's house after you have completed all of their request to suit that townsfolk.
Character Items:
- Equipment; clothing items that apply some kind of effect - increased skill, movement speed, friendliness etc
Townsfolk:
- Assign townsfolk to tasks; collect item, look after animals, research skill (gather xp you can collect for a skill)
- Townsfolk bonuses; the townsfolk that you hang out with give you bonuses based on their hobbies ie ash gives you increased mining xp or luck to finding bonus items
- Develop townsfolk relationships: townsfolk also have interactivity with each other for immersive purposes
Pets:
- Add random item discovery to pets; ie dog found carrot, they want to give it to you
- Add pet hang out mechanic: separate from townsfolk hang out ie you can hang out with willow and dog
Coffee Shop:
- More options; not all skills are covered - added bonuses; ie movement speed, dewdrop multiplier, energy use, increased sources (trees, ores, bugs, fish etc)
Tavern:
- Option to increase pantry size
- Option to eat at tavern in evening; provides bonus to next day, increase relationship etc
Port Deluca:
- Increased number of visitors on completion: doesn't feel very immersive once you've completed donations - add more random npcs, increase size of port, increase number of dancing merchants
Festivals:
- More festivals:
--- Hero Day; holiday to celebrate the creation of Littlewood
--- Roast & Baking Festival: Coffee Roasters & Bakers from all over come to Littlewood to show their premium products
--- Master Crafters: Master Crafters bring endgame crafted items for sale
--- Bird-folk: Bubbsy's race bring their culinary skills to Littlewood
- Week long festivals: some festivals go for longer and have week long goals eg collect certain items on certain days to receive prize
however, may I propose that the journal where it keeps track of everything also have a list of what we had discovered or collected or brought? like blueprints etc.
If there was any way to optimize the game to make it run a little less intensively, that'd be awesome! Would love to be able to play it for longer.