a multiplayer game of parenting and civilization building
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Hey, great game. Some feedback/suggestions:
Change: Milkweed life cycle
Flowering Milkweed -> Milkweed with Fruit -> Seeded Milkweed
Rationale
2/3 of milkweed's stages should return the plant - Milkweed is too easy for scrubs to ruin. In my experience, thread and rope are just too rare as it stands. Another option would be to add "seeded milkweed" as a fourth stage in the lifecycle (bringing the ratio to a tidy 2/4 stages). This would also indirectly help with the serious hunger issues that mid-tier towns have by making clothes more common.
Recipe: Sign
Long straight shaft + Mallet = Sign post
Sign post + Boards = Sign
Sign post + Shovel = Long straight shaft
Sign + Shovel = Long straight shaft + Boards
The player who constructs the sign gets to determine what it says upon construction. To re-write a sign, it must be dug up and replanted.
Rationale
It's a pain to tell every player which row is for seeds, or what the laws are. Writing them on signs makes sense both in terms of quality-of-life, and thematically --- civilizations *do* have written sets of rules for their citizens to follow.
Recipe: Grave with knife
Knife + Player = Grave with knife (Knife falls out of player's hand upon killing another player)
Rationale
In order to retrieve a knife used to kill someone, one must pick up the corpse with a basket, drop the corpse, drop the basket, and retrieve the knife. This takes time and effort.
This will do two things: make killing another player feel more significant, and make griefing harder (can't go on murder spree as easily) while still not changing the current health mechanics.
Change: Killing a player with a bow consumes the arrow
Rationale
Makes killing a player feel more significant, and makes griefing more difficult.
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