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Welcome to Dunwich: lovecraftian tycoon game. #0.4

Posted: Sat Mar 14, 2015 12:22 pm
by norubal
Image
dunwich.png
dunwich.png (25.27 KiB) Viewed 5438 times
Welcome to Dunwich is tycoon game(management simulation) which based on lovecraft theme.
Summon things with your Necronomicon, make your haunted house, call guests, get money. $_$

Notes:
- Any feedbacks, comments, or proposals are appreciated! :ultrahappy:

Download: http://norubal.itch.io/welcome-to-dunwich (.exe/.apk)

Re: [WIP] Welcome to dunwich: lovecraftian tycoon game.

Posted: Sat Mar 14, 2015 8:44 pm
by josefnpat
I like this!

Image

I sped up the guests, and gave myself some more fear.

I really wish the monsters had a little animation for when a guest was scared!

Re: [WIP] Welcome to dunwich: lovecraftian tycoon game.

Posted: Sun Mar 15, 2015 2:36 pm
by norubal
josefnpat wrote:I like this!


I sped up the guests, and gave myself some more fear.

I really wish the monsters had a little animation for when a guest was scared!
Thanks for feedback. I will consider speeding up game's 'tempo'.
This is rough prototype, many things will updated and improved.. like monster animation?

Image
Currently I'm working on graphic stuff, and title screen and some simple how-to.
Saving feature is on the high priority list.

Re: Welcome to Dunwich: lovecraftian tycoon game. #0.2

Posted: Wed Mar 25, 2015 2:06 pm
by norubal
Behold. 0.2 Update.

New things:
- Settings menu
- Day/Night/Clouds
- Graphics overhaul
- Some minor patches

I'm going to implement..
- Sound
- Credits menu

Come on, play it! please tell me your comments!

Re: Welcome to Dunwich: lovecraftian tycoon game. #0.2

Posted: Wed Mar 25, 2015 9:50 pm
by davisdude
Very good! I like it. Some comments:
- "Cancel" is a kind of ambiguous word to use after placing monsters. "Done" or something like that would make more sense.
- I like the little pictures and animations! They feel very fitting. :) (although you could fare to change the font)
- I got an error: (guest.lua: 175: attempt to index nil value). I'm not quite sure what caused it.
- It was kind of confusing that "sacrificial right" was an action.
- Some little sound-effects could really go a long way
- I didn't realize you didn't have to repair a whole floor until I looked back at some of the example pictures (although maybe that's my fault).
- Should be option to speed up people

I like it! :D

Re: Welcome to Dunwich: lovecraftian tycoon game. #0.2

Posted: Thu Mar 26, 2015 9:19 am
by qubodup
Awesome! This gotta get onto touch devices :)

Video:

Re: Welcome to Dunwich: lovecraftian tycoon game. #0.2

Posted: Fri Mar 27, 2015 8:50 am
by norubal
davisdude wrote:Very good! I like it. Some comments:
- "Cancel" is a kind of ambiguous word to use after placing monsters. "Done" or something like that would make more sense.
- I like the little pictures and animations! They feel very fitting. :) (although you could fare to change the font)
- I got an error: (guest.lua: 175: attempt to index nil value). I'm not quite sure what caused it.
- It was kind of confusing that "sacrificial right" was an action.
- Some little sound-effects could really go a long way
- I didn't realize you didn't have to repair a whole floor until I looked back at some of the example pictures (although maybe that's my fault).
- Should be option to speed up people

I like it! :D
Thank you for comments! I added button at top-right so you can control game speed.
I think now I fixed error, but I don't guarantee. :o:
qubodup wrote:Awesome! This gotta get onto touch devices :)
Thank you! I really moved by your 2 hours video.
I made android APK file, so it will be work at android devides. please check the itch.io link!

and.. 0.3 Released!
[*] Now you can control game speed. with speed up/down button.
[*] BGM and SE added.
[*] Credit menu added.
[*] Splash screen added.
[*] And various fixes and improvements..

Re: Welcome to Dunwich: lovecraftian tycoon game. #0.3

Posted: Sat Mar 28, 2015 10:56 am
by qubodup
It works wonderfully on my Samsung Galaxy Tab 3 (7 inches)!



Yay music! Yay sounds!!! Yay speedup!!!!!!!!!

There's Korean! Nice! You're welcome to ask me to do a free English to German translation, once you would like to have one email: qubodup@gmail.com .

Possibly language related uncertainties:
- Does a monster get more stress only if another monster is right next to it or even if it is 2 fields from it?
- Do monsters above/below count for stress? if yes: diagonally as well?
- Will polyp get 5 hap. if polyps exist above *and* below or above *or* below? :)
- What are hap.? Health Points? I thought "HP" is the common abbreviation.

Idea from playing Prison Architect:
Currently, money is spent nearly completely linearly (choice between more rooms or more stairs, usually it will be rooms first). You could add buying prettier walls. Those might have different features like: higher probability of generating fear when person is standing there, higher probability of person visiting a monster on that tile, higher value of the haunted house (higher entry becoming more acceptable), less stress for monster (probably the most popular one).

Personal preferences:
- I prefer instant/scrollable credits
- Different fear sounds for different monsters! (or unique build sounds instead?)
- Sound confirming fear collected? (should probably be subtle for autocollect)
- Ritual is the most used feature. It should be option #1 in "actions". A shortcut by pressing the fear GUI element might be good too.

Re: Welcome to Dunwich: lovecraftian tycoon game. #0.3

Posted: Sun Mar 29, 2015 11:19 am
by norubal
qubodup wrote: There's Korean! Nice! You're welcome to ask me to do a free English to German translation, once you would like to have one email: qubodup@gmail.com .

Possibly language related uncertainties:
- Does a monster get more stress only if another monster is right next to it or even if it is 2 fields from it?
- Do monsters above/below count for stress? if yes: diagonally as well?
- Will polyp get 5 hap. if polyps exist above *and* below or above *or* below? :)
- What are hap.? Health Points? I thought "HP" is the common abbreviation.

Idea from playing Prison Architect:
Currently, money is spent nearly completely linearly (choice between more rooms or more stairs, usually it will be rooms first). You could add buying prettier walls. Those might have different features like: higher probability of generating fear when person is standing there, higher probability of person visiting a monster on that tile, higher value of the haunted house (higher entry becoming more acceptable), less stress for monster (probably the most popular one).

Personal preferences:
- I prefer instant/scrollable credits
- Different fear sounds for different monsters! (or unique build sounds instead?)
- Sound confirming fear collected? (should probably be subtle for autocollect)
- Ritual is the most used feature. It should be option #1 in "actions". A shortcut by pressing the fear GUI element might be good too.
Thank you for massive interest! I'm glad so much, there is someone likes my game!
This is answers of your question, and further changes:
- Yes, only other monster at right next make your creature get stressed.
- No, only right/left monsters.
- It will get 5 Hap. per polyp.
- Hap. is short of Happiness. If your monster's Hap. is 0, they will get angery and kill the guests. (It's pretty fun. but there is no way to revive them. even Herbert West is here.)
- Adding special walls are great idea. it will be implemented in 0.4.
- I found that there is the bug on the credits screen(shame on me!), I will make credits scrollable in 0.4.
- Yes, Ritual will be moved. in 0.4.

About German translation, I sent mail to you.
Thank you!

Re: Welcome to Dunwich: lovecraftian tycoon game. #0.3

Posted: Tue Mar 31, 2015 2:24 pm
by norubal
0.4 Update!
- Tyops corrected. (But many of them are alive.)
- Various walls added.
- Unique creature sound effects.
- Bug on the title screen fixed.
- German Translation. Thank you, qubodup!