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Dans le forum « Steam Deck Discussions générales »
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Need help launching Ubisoft games from EGS through Heroic Launcher
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Patchouli Knowledge
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I love this game genre!
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madalda
Hello devs,

I love this game genre so much, and I’m really sad that it’s so underrepresented in the game industry. That’s why I told myself that one day I’ll develop a game like this myself. I even plan to use the same models from Synty!

It all started with the game The Wiggles (or The Diggles in English). I was fascinated by the mix of RPG and base-building. Unfortunately, the game is very old, had a lot of bugs, and didn’t become popular because it was way ahead of its time. Still, it did so many things right. I really recommend having a look at it. For me, it’s the grandfather of this genre.

When I saw your project, I was so happy that someone had the same idea! You’re doing a great job, and I’m really enjoying playing your game. Still, I’d like to share a few suggestions—things that impressed me in The Wiggles, or ideas I’d do differently if I develop my own version.

1. Let the player build a stronger relationship with their group characters
The magic is that you really build a connection with each character. Each one is special—one has cooking experience, another is a fighter, and another is a specialist in a different skill.

You have a similar approach, but the roles are already decided from the beginning, and you don’t see your characters grow. So it feels less personal. It’s like getting a fully graduated child instead of watching your child grow and graduate :D (sorry for the weird example, but I hope you get what I mean).

In The Wiggles, you start with five characters, all with no experience. Step by step, one learns to cook, another learns to dig, and so on. If you manage it well, each one specializes in their field.

2. Always give the player something to explore
Another key component is keeping the player curious. In your game, you get all the possibilities at once. The only thing to explore is unlocking research and building it. But you already know where the game is going and how it ends.

In The Wiggles, you only see what’s available at the moment, and you’re constantly surprised when you reach the next step. There are three subcomponents:

2.1 Skills appear only through experience
At the beginning, you don’t see any skills. Only when a character cooks for the first time do they get a cooking experience point, and then you see that cooking is a skill. This has several advantages:

You don’t know which skills exist, so it’s a surprise.

Developers can easily add new skills.

Players don’t get overwhelmed by too much depth at the start.

2.2 Research
In your game, you can see all the research options right away. In The Wiggles, you build your first building, and inside it you can research other buildings and items. Then you do the same with other buildings. So you never see the full research tree at once.

In Wiggles you feel excited when you find or craft your first sword. You're surprised when your characters suddenly learn to ride hamsters. And you can’t help but laugh when they end up researching a brothel—all as part of the game’s progression.

Advantages:

Players don’t get overwhelmed.

Players get surprised by new things even in the late game.

Also, research is tied to character experience. For example, to research a food-building, you need a character with both building and cooking experience. To research a weapon, you need someone with fighting experience. So you need all your characters to progress—not just the intelligent one. You have a similar mechanic for building, but there’s more potential here.

3. Knowledge transfer
I haven’t played your game long enough, so apologies if I missed this or if the game isn’t finished yet. But knowledge transfer is a great feature—especially if characters can start families and have children.

4. Sandbox with a storyline option
This genre is usually sandbox-style. But it’s also nice to give players a purpose, even if most will play it as a sandbox. One player said it feels empty, and I think that’s because there’s no final goal.

The Wiggles solved this by having you collect rings and move through different worlds. You had to relocate your village multiple times, which added replay value. You could stay in one world as long as you wanted, but if you wanted to follow the story, you could. That made it feel less empty, in my opinion.

These are just a few points that came to my mind. I hope they help! I also hope I’ll have the time and opportunity to develop a game like this myself. But we’ll see. For now, I’m following your development with great excitement!
0
Performance Issues (Went from 200+ FPS to below 100)
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Hiccup
Dans le forum « Mechabellum Discussions générales »
3
Connection error with steam
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WarrenWelles
1
Insane bots too easy?
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Armaxy
1
Question regarding the hidden +400 All Stats in Career Mode...
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Maya-Neko
Dans le forum « Egg Surprise Échange »
1
[H] 1, 2, 3, 5, 6, 7, 10, 12, 13, 14, 15 [W] 1:1+1 - cross set welcome
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Margeoline
0
how to get in the big ship near the giant god island?
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RED PYRO STANDO USER
Dans le forum « NBA 2K25 Discussions générales »
1
Not Launch
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Zeokage
Dans le forum « Steam Discussions »
173
3
Mainstream News is starting to take notice of Collective Shout, Visa, MasterCard Issue
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Teratus
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