To access the Briefbase for the first time you need sponge blobs from those yellow tubes, old coral wood from trees around the crash site, snail slime from slugs, and honey bees (alive!) that are flying by the crash site and by the apple trees at the beginning of the level.
Good point! We plan to add tabs in the Inventory to help with organization, but we'll also be exploring ways to strike the right balance. Since the game is still in pre-production, there’s plenty of time to refine this system, so I’m confident we’ll work it out soon.
@ Tabbed organization is a nice QOL. But I’d ask does the game NEED that many items? When you have that many different items inevitably only a handful will be of used, since players are always going to select the most advantageous items and scrap the rest. Too few and it will pigeon hole players, but too many means your supporting items for no reason. You may be able to consolidate similar items together into a single one, especially since you have implemented multi effects for every item
For me the stack size was a little low. Which led to have a lot of extra stacks of things. And Nex makes a great point here. There is quite a lot of overlapping items currently. But this is just the tutorial. Really looking forward to getting my hands on the whole game.
@@occamssawzall3486 Without a relatively complex array of items, the game would be stale and boring. Please don't listen to him. A little complexity and variance is what keeps things engaging!
@ Complexity has to be engaging though. And that complexity comes from the interaction between one or more items. Simply having more items doesn’t mean that it creates meaningful complexity, it just creates clutter. I’d rather have 5 items that can interact with eachother 5 different ways, creating 25 unique interactions, then just having 25 items that can only interact one way with eachother. Just having a massive number of items doesn’t accomplish meaningful complexity, it just accomplishes complex clutter and inventory management frustrations. The TL:DR of it is. Do more with less. Focus on the results of unique item combinations, not on how many items you can get
Hey guys! Hope you enjoy the video!
store.steampowered.com/app/2597200?snr=5000_5100__
This is my kind of game, hoarding galore!
Hoarding is a past time
what all do u need for the briefcase? i got all but the middle thing and what did u use
To access the Briefbase for the first time you need sponge blobs from those yellow tubes, old coral wood from trees around the crash site, snail slime from slugs, and honey bees (alive!) that are flying by the crash site and by the apple trees at the beginning of the level.
Bunnies :):)
I thought youd like that haha
5-min in and there's already way too many items! Kinda ridiculous. Inventory overload and crafting migraines
Good point! We plan to add tabs in the Inventory to help with organization, but we'll also be exploring ways to strike the right balance. Since the game is still in pre-production, there’s plenty of time to refine this system, so I’m confident we’ll work it out soon.
@
Tabbed organization is a nice QOL. But I’d ask does the game NEED that many items? When you have that many different items inevitably only a handful will be of used, since players are always going to select the most advantageous items and scrap the rest. Too few and it will pigeon hole players, but too many means your supporting items for no reason. You may be able to consolidate similar items together into a single one, especially since you have implemented multi effects for every item
For me the stack size was a little low. Which led to have a lot of extra stacks of things. And Nex makes a great point here. There is quite a lot of overlapping items currently. But this is just the tutorial. Really looking forward to getting my hands on the whole game.
@@occamssawzall3486 Without a relatively complex array of items, the game would be stale and boring. Please don't listen to him. A little complexity and variance is what keeps things engaging!
@
Complexity has to be engaging though. And that complexity comes from the interaction between one or more items.
Simply having more items doesn’t mean that it creates meaningful complexity, it just creates clutter.
I’d rather have 5 items that can interact with eachother 5 different ways, creating 25 unique interactions, then just having 25 items that can only interact one way with eachother.
Just having a massive number of items doesn’t accomplish meaningful complexity, it just accomplishes complex clutter and inventory management frustrations.
The TL:DR of it is. Do more with less. Focus on the results of unique item combinations, not on how many items you can get