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Fire-Dragon-DoL posted a topic in [Griftlands Alpha] - General DiscussionGreetings, I have a tablet and have been playing this game from bed, it's been amazing! I'd like to request a modification of the options. The UI overall works, it would be great if I could increase the font size, but it's not a big deal. The only problem I faced is that with "touchpad" mode, the cards require a double click great. However, this doesn't apply to all the other UI elements. This is incredibly annoying when trying to "mouse hover" conversation options, since they would be clicked immediately. I recommendto add another option (or rename "confirm card selection"), called "touchscreen", so that it applies to all UI elements. This would make the game very playable through a touch screen! Anyway thanks for the great game, I'm going to bed and will probably play until I fall asleep
Is there any way of knowing which tentacle could lead you towards the atrium? What is an easier way of finding the correct Big Tentacle that would lead you directly to the atrium? One of the worlds I'm in around day 300 I'm looking for big tentacles and I've searched for 8 in game days and couldnt find it with any with a chance, I feel that finding the atrium should not be rng based, having your luck only be based on the world generation. But there at least there should be a better way of detecting it making it easier to track and make it easier then wasting time and fighting one just to get sent to a random/useless area far away from your spawn. Idea: Maybe for an idea, having the ancient medallion (which is already used to track the ancient key) could be a way to find the atrium whenever your near a big tentacle, you can scan it with the medallion and the character will pull it out and wave it up and down for a few seconds. (sort of similar to the animation of the map in shipwrecked) When the character is done they will say whether it's right or not, if they gotten the right tentacle maybe the ancient medallion will drop out their inventory, float up in the air (animation similar to the celestial orb) , and start shaking while pulsing out nightmare fuel(not collectible just for detail) for a few seconds.(for example Wilson would probably say something like "Yup, that's suspiciously a lot of magic for a slimy pit." if the player gets it wrong they'll just assume there's no magic anywhere (another example wilson probably simply just saying "Guess it's just a dud".
No real incentive to play summer? Well here is a potential solution; a summer exclusive feature that actually makes sense and is easy to build any new content into. For instance if people want a summer version of the Walrus Hunting Party then this lake could perhaps dry up and expose a dry, cracked riverbed inhabiting scorpions, snakes or perhaps even destructible termites mounds. - Tons of potential. The lake could then fill up again when it rains in the Autumn and will be dormant until the next summer. I'm not sure how the transition between lake and no lake would look and how the creatures can spawn without just blinking into existence, but it's an idea. Note-able comments: