Alright, here’s what I’ve got as your game is right now:
Issues
- All tools (hands included) mine all nodes at the same rate.
- Items have no name or viewing/interaction panel panel in inventory
- Resource distribution isn’t very sane
- Maybe a matter of taste, but the map feels very flat and bland. The size of the map is nice, but the terrain is very flat and smooth.
- Blueprints should NOT be a hotbar item (imo). Since they are a baked in game mechanic, there is no reason they shouldn’t also open from a GUI button.
- The water acts funny with the map contours. This is a really minor thing though.
- Weapons, but nothing to use them on except for some weird NPCs - No mobs.
- Progression happens blazing fast. Way too fast.
- Catch-all general leveling system feels weird
- Crafting stations don’t seem to do anything
- No survival features yet. (no thirst, no hunger, no way to eat or drink)
- Crafting and inventory tabs combined. I personally prefer them separate.
- SFX don’t play zoomed way out in 3rd person
- Dropped item display text appears even far away until item despawns.
- (Related to 14.) Round items roll away like crazy when dropped.
- The notification label that says stuff like “Campfire Built!” appears over top of the health/thirst(?) bars in the HUD. Might do better at the top of the screen or something
- Colours are all highly saturated. This is a matter of taste, but for survival-crafting I prefer more earthy tones.
- resource nodes regenerate very (too) quickly.
- Leveling up is incredibly grindy and gates a ton of gameplay behind a lot of crafting and building for the sake of it.
- Death has no consequences
- Nowhere “special” on the map, no large flat areas for base building, whole map is easy to circumnavigate.
- No settings in settings GUI, Shop GUI has a button but doesn’t exist.
I understand that this is very much a alpha/prototype build, so not all of those things are intentional so much as just not implemented/fixed yet, but that was the list of things I noticed while playing
Things I Liked
- What works, works. No game-breaking bugs, dying doesn’t break the game, nothing happened that immediately made me think “wow this game is a broken mess”.
- Map size. Large terrain map, necessary for a game like this imo.
- SFX are all solid, good action feedback.
- Weather system. The few weather states that exist are pleasant and add a lot to the atmosphere.
- Crafting system. Sensible, standard. I assume the crafting stations/buildings will eventually play into progression and crafting, which is a fun mechanic.
- Building list includes some fun (nonstandard) structures I don’t usually see in this type of game.
Main Weaknesses
+ my suggested fixes
Problem: The Map
For this genre, an interesting map can make or break a game. As-is, your generic map won’t cut it. It’s decent enough for testing, but if you want to release this as a proper game the map will need quite a bit of effort.
Solution: Intensive rework, or an entirely new map.
I would honestly suggest making a new map from scratch. Don’t throw this one away, but it’s probably easier to start from scratch (by importing a heightmap from the elevation data of a real place) and then editing it with studio terrain tools. Don’t be afraid of cliffs, don’t abuse the smooth tool. Make absolutely sure that if the game is only going to be on one island that:
A. The elevation has quite a bit of variance.
and
B. The terrain has to be intentionally traversed. Make it so people can’t just walk in a straight line from any point X to any point Y on the map.
Add different biomes/ecoregions, make sure they have their own resources/benefits/drawbacks for visiting/basebuilding. Maybe take a cleaner approach to bodies of water, rather than your current setup, using part-based water might be easier to manage.
Problem: Resources are randomly distributed, and interactions with them are strange as-is.
Resource distribution will significantly affect how players interact with the game, and the current random distribution makes for very boring monotonous gameplay. The map is large, but every part of the map has virtually the same terrain, and worse yet: the same 4-5 resources.
The weird resource interactions mostly boil down to two issues I had while playing:
- Resource node appearance isn’t representative of what the node will drop
- There is no non-destructive way to interact with nodes.
(I will put aside the whole using an axe to mine stones issue for now)
Solution(s): Make resource distribution sensible, and tweak node interaction
Resource distributions is an easy fix: place clusters of certain nodes in places that make sense (sort of like how clay is only found on shorelines right now), and use terrain to your advantage to force players to put effort into getting a specific resource. Boulders should not be everywhere. Ore-bearing boulders should be in harder to reach places. Small foliage should spawn mostly in fields, away from trees. So on and so forth.
As for the node interaction issues: the first is just a matter making rocks that look like they have ore in them drop that ore, and bushes that look like they have berries drop those berries. The second issue is a little more subtle, but I think it’s pretty important. When I walk up to something like a berry bush, I don’t instinctively go to break the node for the berries, I would prefer an action to “pick” the berries, and leave the bush. Same goes for small plants and anything else similar.
Problem: Progression
Currently it seems like your progression mechanics are split into two competing paths: character level and crafting stations. Personally I really dislike the character level requirements. They add unnecessary friction and gate fun gameplay behind tedious crafting and grinding that brings no benefit. The crafting stations are by far my preferred method for gating progress, but as of right now none of them work, and a lot of the crafting stations are too easy to make.
Solution:
If you really want to add leveling mechanic, tie it to specific skills, and don’t gate too much gameplay behind arbitrary skill levels. Locking an iron tier of equipment behind say level 10 metallurgy, and armour behind level 15 is fine, but don’t force players to craft 100 bronze knives to reach those skill levels. It should be doable somewhat organically, through making like crafting materials and whatnot. Also don’t bloat your game with a million skills, keep the list short and make sure players get bonuses for certain milestone levels.
As for crafting stations: they’re the way to go in general for progression, but they need to be done right. The first few crafting stations should only unlock a few new (but important) crafting recipes/processing methods. Campfire unlocks cooked food/torches, crafting table unlocks some simple wooden, maybe stone tools, maybe a primitive fabric, rope, or clayworking, that sort of thing. That should unlock some new resources either via a new processing method (specialised crafting station) or a new tool that can gather resources you couldn’t before. Then players need to leave their camp/base and gather some of that new resource, craft the new items for that tier/resource type, upgrade crafting stations/build new ones, rinse and repeat. Make sure it’s tuned well enough that resource collection doesn’t feel like a slog (it does right now, for leveling), and make sure it doesn’t go to fast (it also does right now, for everything else).
A few more high-importance things worth addressing that I think have self-evident solutions/may just not be implemented yet:
- Wild animals to hunt (or be hunted by)
- More resource variety, more resource/tool tiers
- Survival mechanics (hunger & thirst, mostly)
- Day/Night cycle (didn’t notice one)
- Storage containers
- Tree size (average tree is way too short)
All in all, you actually have a pretty solid foundation for a survival game by the looks of it. I know I might have been pretty critical here but I feel like most problems I’ve listed you already know about and just haven’t had time to fix. For 3-4 months of work this is looking very solid.
I don’t know the extent of what surivival/crafting games you’ve played (on or off this platform) but I can name a few that I like that are worth looking at to draw on for inspiration, in no particular order: Subnautica, TerraFirmaCraft mod for Minecraft (very much so NOT like the base-game), and Survival 303 originally by davidii, community maintained thereafter and I believe currently deprecated, but semi-functional. It was the inspiration for Booga Booga, which I was never a fan of, but it’s the modern survival-crafting standard on Roblox, and is also uncopylocked if you wanted to see the code yourself. I’m a fan of survival games and I’ve been toying with the idea of making a survival game next if I ever finish my current project so feel free to pm me/reply if you want any more feedback or ideas.
Tldr; your game has a ton of work to do but what you have so far looks solid. If you build up a solid foundation and rework a few things it has potential to be a really fun game.