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Neat Concept, there are way too few games in the whole Unreal World/CDDA line right now.

Some thoughs after the first handful of attempts:
I really like the control pattern and what you did with menu UI, really clean so far and just painful enough. ;)

What irritates me (and let this put on pause for the moment): For a game that  suggest that you interact with it right from the start, like, preferable from the first few minutes after start, all seeds I tried so far seemingly hate to create bodies of water of any form.

I dropped a follow for now and wish you the best of luck with the project for now.

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Hey Von, thank you so much for trying it and for your kind words.

It's really weird you couldn't find bodies of water! It shouldn't be that hard, really, they're not rare, so I'm a bit confused here.

I really wish that wouldn't turn you off from playing! I just ran a generation in debug mode and the following seed will bring you to a massive body of water if you walk due east from spawn. Not a very far walk either, you can't miss it if you head straight east: 337014309

I do hope you'll give it another try!

Funnily enough, I also just tried the seed "water" and it starts you with a big big river to the west and a huge lake to the east. :)


is it that deep? it doesn't look like it, think I'm going to give it a try

Hi! Hope you gave it a try and had fun. Not sure what you mean by "that deep" - you mean the entire game complexity wise? Pretty complex I'd say, improving by the day :)

I was referring to VonHerbst's comment that it's like Unreal World / CDDA regarding deepness. I played it, and it left a pretty solid impression. Added to collection.

Honored! Hope you're enjoying your time playing.

Bit late and you seem you found the answer anyway, but: Deepness at this state surly isnt given, but this would be crazy given how long both sibling-parents are around.
Mechanical its on pair (not without nitpicking ofc, imho its really silly that something like a scratch dosnt heals of itself and, as stated in my OP, im on war with the seedsystem), and I would say that menu navigation is a lot more intuitive than at least unreal world (what, frankly isnt that hard tho. My only struggles so far are me problems like apparently no longer seeing "or" and "and" in recipes if not color-coded). 

Aside vom my NASA-level struggle of finding water, I think many of my issues (as in, lack of recipes/alternatives. Hunting for a dead tree everytime the character oversleept the, very cool, chance to rekindle the campfire is  for example really annoying) will be resolved in a few months.

Hi Von, I tested over and over again, I really am not struggling to find water, ever.. If you walk in a straight line from spawn, in any direction, you're bound to find water before midday. I'm really not sure what to say. It would seem you have terrible luck!

Thank you for your feedback on the "or" and "and" issue in the new crafting UI, it slipped my mind, I'm working on a fix now.

Maintaining your fire is meant to be a chore, you either have to plan around or brute force (maintain a large supply of firewood and tinder), that isn't a lapse in design but rather an intended, realistic mechanic. I recently made embers last up to 8 hours, up from the previous 4, so that should help reduce the tedium a bit while maintaining realism.

Also, keep in mind that rain and weather will affect the longevity of an uncovered fire, especially embers will die down quickly if it's pouring rain.

You seem to be playing the game a fair bit for which I'm super thankful! If you could share with me a checklist of changes you'd like to see, I'd be happy to tackle it. I'm actively working on quality of life right now following all the feedback I'm getting from launching the game on itch.