Thank you Hythrain, I was expecting it since you covered KMR last year.
After FBQ9 ends I am going to take the playtest down so I finish the demo and hopefully release it in 2027.
Will contact you since I want to hear your thoughts and what tweaks I can do heading to the full game launch!
BlipBlipBlue
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Amazing stream! Pet pet pet (so cute)!
Made me so happy to hear that you like the controls (your feedback from FBQ8 was key).
Sorry to hear that it gave you a headache. I did include some rotation velocity settings that can be adjusted.
Just fixed the floating stone, I checked these so many times but there are always some cheecky ones that slip thru!
Also turned down a little the mushrooms light.
Fences I am thinking to change it so only the anchor its visible first (everybody is rotating them first, I would do the same, when its much easier to place the anchor first) and I am also going to tweak the preview so its less strict on fences (might remove it completely so its easier to handle).
Loved watching you playing and having fun!
Really gives me the strength to finish the game :)
Hearing you having a good time and completely forgetting about the barking dog outside is the all point of KMR!
"Kind of gagged" was a dream complement!
Well after watching 5-6 hours of streams I couldnot look away from your stream!
I am going to have a look at a few bugs you found (like the brown rocks on the second moon which should be fixed on the next release). Quite concerned about the completion of the garden objectives when most needed to be fulfilled while I will look into the one with the teleport (second time I saw it).
Furballs I will need to make them less random as atm everybody struggles with it so thats one of my top priorties together with tweaking the UI experience. Drag and drop building/objects/nature I will give it a go again in the future, I have tried to include it before but I could not make it work :( (one of the biggest struggles of a solo dev hitting a wall)
Wow I really loved your streaming and cannot thank you enough.
It really gives me motivation to finish it!
Hey guys, its always amazing to see you play!
Your chemistry is incredible!
Thank you for the feedback, I added a bunch of your stream comments to my notes that I will try to make it happen like allow grass on tiles, the objectives retrospectively update (think I can do it but I am a bit scared of what other can of worms it might bring :) ), longer tips (though I am also adding tips to the Pause Menu in the future).
The comment of "We can definitely see how the visuals are all unified along the same theme, with the types of colors and softness of shapes. It does well to make everything feel like it fits. " really made my day because buildings, props, surfaces follow a theme which is kevlar (space materials) on the first and wood on the second. I really tried to make it consistent (the next biomes content unlock follow a theme too).
Oh the save file issue you guys had at the beginning was inevitable since that was a 2025 save file and since I added new features the save file changed. I am still going to add a few things to the save file so it will most likely break this one too (I am trying not to leave things out and make changes that break it in the future).
The little wooden signs is a cute suggestion and it will go in the nice to have pile. I might try something with emojis since letters surely will bring issues, will also change the save file and then it will need a tutorial for sure :D . But I can see it happening though.
The pointer being far from the grid is something I will look into it (other people brought it up) but I am not sure I can sort it out since it might be a camera angle issue (not sure).
Also already fixed a couple of my English tutorial sentences and the heartbreaking "game save failed"! Man that almost gave me a heart attack but the next version already has a fix on that...
Again, amazing stream!
Thank you Latinastrike. Had a lot of fun watching your stream (it was long so I can not thank you enough)!
Definitely looking into a lot of things in your feedback like the catch furballs minigame (everybody struggles so its something that I need to change dramatically) and that leads to blocking people of major content.
A smaller delete brush will be part of the build prior to demo (thats coming for sure).
One that its not in that you mentioned (and I agree) is the ability to move things/drag and drop (or at least buildings/props), I tried creating logic for it but I did not manage to make it work (like Undo)... its the tough job of being a solo dev... I will definitely give it another go since its such a great feature.
Ah for last I did not allow for tiles to be rotated for a simple reason which is overflow. If a tile rotates invades another tiles, flickering happens... could not make it work...
In the stream you mentioned that you liked deleting things! That meant a lot to me since I put a lot of effort in making deleting things fun (not just deleting)!
Thank you for playing the game, had a great time watching
