Excellent game, musings ensue!
Hi,Very interesting game you have here. Lots to see, do and die from! I've been wanting this exact sort of game for a long time. Survival games like this have long had an appeal. I think the first one I came across was a game called "Deus." I was a mere youngling when I played it, but I seem to recall it being impossibly hard to stay alive. You were able to sew together skins to keep yourself alive, make weapons from the stuff around you, make tourniquets and pump yourself full of morphine. It boasted of something like 40 ways to die. I can't really tell you if the game was all that good overall, but I have fond memories of failing at it.Since I started playing the NEO Scavenger beta, I've been keeping notes on ideas that have popped into my head. Before I start making criticisms all over the place, I'd just like to point out that I like this game a lot already. Wall of text ahoy!Interface, etc.
- It'd be rather handy if we could rotate items so they can fit into containers better. For example, there is no reason why a medium sized branch can't fit into a plastic bag!
- It took me a long time to work out that clicking on a previously discovered recipe puts everything in the combine box automatically. However, I could just be an idiot.
- It took me a while to work out that you can move your abilities into the combine box, as it wasn't on the same screen.
- As it stands, some of the interactions are tedious to say the least. For one thing, checking which bottles contain pure water, cola or dirty water gets to be quite the chore. Likewise with working out which tin can contains your string collection. Mmm. String.
- I suggest putting the exact percentages of the item health in the background. Instead, perhaps keywords could be used instead? This would of course be related to the type of item. A pair of jeans would be torn, pristine, ragged, etc. A chunk of squirrel could be mouldy, reeking and so on.
- Maybe I'm weird but one of the first things I tried to do with a saucepan was put it on my character's head.
- Am I right in thinking that perishable food such as squirrel meat or berries actually degrades slower if you've put it in a tin or plastic bag? If so, that's a good feature.
- Perhaps there could be more types of canned goods? Dog food should be ubiquitous, as should mystery cans without labels.
- Books. These could be read over the course of multiple game days and would ultimately give you a skill, or some other bonus. Perhaps there could be a librarian out there trying to collate all the recipes into a single tome, or sending out scavengers to find tomes of lost knowledge?
- Underwear. Thermals would really help one stay warm. Alternatively, one should be able to charge a dogman wearing nothing but a squirrel loincloth and a pointy stick.
- I recently noticed you can "consume" lighter fluid. I presume my scavenger is drinking it, what with the crushing despair of awakening to a long collapsed civilisation and everything. Sadly, it doesn't seem to have an in game effect, but I was greatly amused nonetheless.
- Plastic bags are great, but they are sadly underused so far. Sewing enough together would make piss-poor clothing in a pinch. They could also help keep food fresh-ish if they don't already. Of course, they would also make handy incontinence pants for when you get cholera.
- A spade would be really useful, so I can bury some of my loot and come back to it. Not only would it ensure I can leave my water, string and squirrel stash safely out of the hands of bandits, but then there is the possibility of it being found by my later characters. Also, graveyards.
- A nourishing squirrel stew could be made out of squirrel (duh), mushrooms and water.
- How about pockets? Jeans would give you space for a lighter or a clip, whilst a hoodie would let you carry a bottle of water around. Combat trousers could give you room for as much as a can of soup. Squirrely gear however, should never have pockets - it's the warmest stuff in the game, but there should be a price (in addition to the mass slaughter of the cute little rodents)
- Satchels could be found and made out of squirrel pelts, and would be slung over the shoulder slot. I spend most of the time without a gun and melee characters don't have much use for them.
- Belts and pouches. The slots are already there in the inventory screen though. As are slots for rings, curiously...
- The setting of this game seems like it would lend itself well to some good old fashioned Lovecraftian horror. Of course, I'm not for a minute suggesting that Mi-go or Cthulu should make an appearance, but how about borrowing a sanity track from the pen and paper game? See a dogman? Sanity point. Dreams about the squirrels taking revenge? Sanity point. Finding out the whole world has crumbled whilst you've had a nap? Sanity point. There would be ways to lose the points and get back to normal. Hitting the top of the track would send you running naked into the hills screaming about demon bees, thus losing you the game. However, being a bit mad might give you unorthodox methods of solving encounters. Indeed, there could even be "Strong willed" and "Unstable" as starting benefits or flaws respectively.
- Looking at the voting page, I can see that bleeding is planned. Is a full hit location system planned too?
- Addiction could be an interesting starting flaw. You'd have to select your addiction - say alcohol, tobacco, or gelli bears - then have to consume some regularly or go cold turkey.
Anyway, that's all I can think of for now! Again, sorry for the wall of text if that sort of thing bothers you.