Regrowth

Regrowth

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Some Feedback
Just started playing the game and I am enjoying it, review coming soon here! I thought I would post a few bits of feedback or questions as I go, so I will start here.

1. Friendly heads up
I notice some of the in-game achievements are for clicking over from the start screen to your youtube channel or signing up for (or, at least, punching in an email address for) your mailing list. I'm not personally too bothered by this, but I can guarantee you some people will be. Don't ask me why, it's just the sort of thing that I bet some people will complain about. I think it's fine, especially for a solo/indie dev's first game, but yeah, be advised.

2. I don't mind being a grindy maniac but...
EDIT: ugh, I think it's only counting when you press PLAY from the main menu, not when you press play on a level. So the suggestion below would involve re-designing the achievement. I'll still make the suggestion so that this isn't so hellish. If this suggestion is not taken, I'd suggest at least clarifying the description of the achievement.
    is there any reason why the grindy maniac achievement can't also be counting the # of times the player uses they spacebar hotkey to start the timer, rather than clicking play to start the timer ? I have naturally gravitated to the hotkey already, so that although I'm putting in playtime and re-starting levels quite a bit, I am not building up any tally. So, I am anticipating a click-fest later on, and I'll do it, but, yeah...

3. Adding Indicators to the timeline... or something
While this would be a big change to the design that I don't think is entirely necessary, I do think there could something in the vicinity of this idea that some players might appreciate:

When, for example, I plant a patch of grass, perhaps a small indicator could be added to the timeline to show (a) when I planted it, and (b) when in the future that grass will "flower" (for lack of a better word)? Likewise, when I plant a true flower, perhaps a series of indicators could appear to indicate (a) when I planted it, (b) when it will first blossom, and (c) the intervals at which it will re-flower repeatedly.

This could get cluttered, so maybe it wouldn't turnout as helpful as I am imagining, But, as it stands, players either need to time these intervals themselves and remember how long things take, or (what I have been doing) just "feel it out." It feels very good when things work intuitively, and so far I've been able to rely on that without getting very precise, but I'm wondering if it could help some players to "debug" their failed solutions if they can see, for example, that by the time they get to time-point X, there's no way they will be able to hit the target for the level in the remaining time. This could be an optional setting, to add annotations to the timeline.

Maybe ^this last line of thought suggests a more minimal solution that wouldn't add so much clutter. Instead of placing permanent indicators on the time-line when I plant something, maybe at least do this: when I have selected the next thing I want to plant but have not yet planted it, show a temporary indicator on/near the timeline of when it will flower. The indicator doesn't need to stay stuck on the timeline after I plant the thing, but at least this would let people see clearly "Oh, this grass will not flower in the remaining time, I have already lost"

Or maybe you've considered all those options and decided you won't want to do anything like them ;)
Last edited by Genghis Pawn; 8 Jul, 2022 @ 5:41am
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Showing 1-8 of 8 comments
Genghis Pawn 5 Jul, 2022 @ 4:41pm 
4. Undo should be more useful
Right now, the "Undo" option only applies to a limited "memory" -- for example, I can set out items onto the board at the start and can Undo, but as soon as I press the "play" button and allow time to pass, "Undo" is no longer an option.

Ideally, the Undo option should go back to the last item-placement the player made, and undo it -- whether I have pressed play/pause in between item-placement and pressing undo, or not. I suppose to do that the game would have to store (a) a representation of the board, and (b) a specific time-stamp to restore the timeline to.

^this would be a much more useful Undo. Right now, I can undo the things I do (placing seeds etc.) up until I don't do something myself, and instead sit back and press play to let time run -- and as soon as I don't do something and sit back, then I lose the option to un-do the things I did do before I didn't do something. It's confusing. It also, honestly, makes "undo" pretty useless -- the player can only undo near the very start of the level, which is equivalent to restarting.
Last edited by Genghis Pawn; 5 Jul, 2022 @ 5:50pm
Genghis Pawn 5 Jul, 2022 @ 5:13pm 
5. "Choose next level..."
but there's only 1 option, most of the time? I understand this is there for when the levels "branch," but even then, to be honest, the player who is new to the game isn't going to have any idea what the 2 or 3 options are -- they're small renderings of the levels + their names.

I like that I'm not kicked out to the level select map when I have only 1 option, but why not just have "next" and take me to the next level. Then, when I do have options, maybe do boot me out to the level select, so that I see that I just beat a level that's now taken me to several branches.
    EDIT: As a bonus, this would help the player learn where specific branches are on the main map -- I binged quite a few levels in my first play session and never went back out to the map because the end-of-level prompt let me continue on to the next one. I wound up on the bee branch, and when I finally did back out to the main map, I had little understanding of where to go to find the main branch, because I had never been invited to associate any region of the main map with specific levels and branches.
Last edited by Genghis Pawn; 8 Jul, 2022 @ 5:14am
Genghis Pawn 6 Jul, 2022 @ 2:43pm 
6. Re-bind esc key and provide a list somewhere showing all hotkeys
EDIT: Wait, the Esc does go back from level-select to main menu, but when you are in-game on a level the escape key instead does the same thing as spacebar and starts/stops the timer?? I did not notice this until after I had beaten the entire game. I only pressed esc in an attempt to quit out of a level, and then I had the frustration described below. I would re-frame my suggestion: don't change the basic function of ESC when the player is on a level.

    I don't dislike the idea of having a hotkey to hide the HUD (for screenshots, presumably?) but I do dislike that it is esc. Esc should (always) be a path back to level select/main menu/quitting the game. I'd suggest/request switching the hotkey for "hide HUD" to something else, and tell the player what that is -- along with other hotkeys, like using #s for selecting items -- either in the Settings screen or on a pop-up (perhaps a pop-up that appears when pressing Esc. while on a level: press esc 1x to pause and see that pop-up list, press Esc 2x to go back to main level select, 3x for main menu or quit. etc)
Last edited by Genghis Pawn; 8 Jul, 2022 @ 4:55am
Genghis Pawn 7 Jul, 2022 @ 2:53pm 
7. Debug or rename "Unlimited Content" Achievement
The description of this achievement says it is awarded for downloading a level from the Workshop, but (for me) it was in fact awarded for uploading a level to the Workshop.

8. Clarify "Aegir Hungers" achievement
What is a "standard level" ? I suspect the final level doesn't count (it doesn't), even though it is one of the levels that comes "Standard" with the game (and not a player-made level in the workshop). If the final level is intended to count as a standard level, note that the achievement is not popping up there.
Last edited by Genghis Pawn; 8 Jul, 2022 @ 5:14am
Genghis Pawn 8 Jul, 2022 @ 5:30am 
9. Provide some way of re-setting the game save
I beat all levels without skipping any, so now I'm trying to figure out how to reset my progress to get the "skip a level" achievement. It would be ideal if there were an option in the settings menu ti re-set progress and start over.
Portgate Studios  [developer] 11 Jul, 2022 @ 12:01pm 
Woah, thanks for the detailed feedback! :) You motivated me to make a small patch and fix some of these issue, so thanks!
But sadly I don't really have that much time, I'm already hard at work with my second game, so I'll have to keep the path's size minimal. (and also I'm scared that I will break something :D )
But I will surely keep in mind all your feedback, so I'll make better decisions next time! :)

1. I was hesitant about this, but in the end I made the decision at least try to "convert" some of the players into followers so they would be hopefully interested in my next game. I guess next time at least I will try to do it in a more subtle way, thanks for the feedback!

2. This was an inside joke about one my friends who helped a lot with the game's development. Even though it's grindy as hell, he enjoyed it because he likes to collect all achivements. I thought that it would be a good little joke for other people as well :D
I guess to keep the same grindy mindset of this achivement but to make it a bit less annoying... I will decrease it to 500 clicks and the text will specify that only the start menu play button counts.

3. This would be a great idea if it would have come sooner! :D And surprisingly you managed to solve the clutter issue with this feature! I've noted your suggestion and if I'll have some time for a bigger feature update, I will definitely implement this! Thanks!

4. Yeah, I was hesitation about the implementation of this feature of this for some time. Because as you said, the current version is as you said, not really useful. It only saves a small amount of time, like when you place 5 things down and you mess up the 6th: Instead of resetting, you just have to undo and place the last one again.
But if I would have implemented it a way that you always undo your last action even while the level is already running... it could be abused a lot. Because like half a second after you've did something, like planted a grass or flower... it has already modified not just its tile but the surrounding tiles. And it's hard to undo all the side effects of just one action, making it very error prone. :\

5. Hmm, this sounds like a better solution as well! Yes, it's kind of ruining the immersion. Added it to my todo list, and a feature patch will definitely have this change! Thanks!

6. I feel like this should stay. Because I think in every game, if you hit ESC while playing, you won't be returned back to the main menu. Just the game gets paused, an escape menu appears, and you can choose what would you like to do next. And it also makes the rage quitters less likely to do things which they would regret later on :D

7. This is just the result of how the system works behind the scenes and I thought that it could stay: if you upload your map, you instantly download it, making it synced with the cloud.

8. Yes, you are right, the final level is not a standard level. Yeah, maybe it's not fully clear that by standard I mean "fixed time" levels. I guess I will replace "standard" with "fixed time". Thanks! :)


Thanks again for all the suggestions, but I will be only able to do the smaller ones. I don't really have that much time nowadays, the big changes needs lots of changes in a lot of places... (maybe I'm just a bad coder :D) so they have wait longer.

Have a nice day/evening! :)

9. Thanks for the suggestion, I will add this to the small patch I'm planning to do. I didn't want to add another thing to the settings panel and I thought that most people already know or can search how to reset a game's files on Steam.
Genghis Pawn 12 Jul, 2022 @ 5:50am 
Thanks for the detailed reply!

I understand you can't change everything, but I think the upcoming patch to address some of these things will help streamline the game a bit. Cheers!
Portgate Studios  [developer] 12 Jul, 2022 @ 11:33am 
I've just published a quick update, it's very minimal, and sorry for that. But maybe I will add a content update in the future when I'll have more time. And then I can streamline the game a bit with your help and feedback! Thanks again, it feels good to have so helpful players. :)
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Date Posted: 5 Jul, 2022 @ 7:45am
Posts: 8