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Potential feature ideas
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So these are a few things that I think would be good additions and be flavorful. Obviously just a fan with no actual game design background, but I've been loving the game (almost at third completion!) and wanted to share my ideas.

1) Sort through vegetable bags

When examining a bag of vegetables (the ones from the garden) with a soul card, instead of consuming it you would instead get a random vegetable. This could just be the basket of vegetables item, but could also be the pumpkins, marrows, or a basket of onions or leeks. These are already technically replaceable from tall parcels, but this would add a consistent way to get 1 aspect foods for winter, lantern, and edge, and 2 nectar foods (although those get easily surpassed by Golden Pears which can be crafted).

2) See crafting list directly from skill

This is just quality of life, but currently if I want to search through my skills for a recipe the process is tedious. Since no location can take all skills, I need to swap back and forth, adding a soul card back in each swap. If there was a place on the skill pop up in the upper right I could hover over to see the recipe, that would be convenient.

2.1) Alternative: Hover on an item to see skills which craft it

As an alternative solution, clicking/hovering on an item will make the skills which have unlocked recipes to make that item glow.

3) Purchase items from seasonal hirelings.

To add some additional utility to the seasonal hirelings (Miner, Barber, Orchard-Keeper, and Fisherman), If you gave them a shilling(?) in the talk window it would let you buy items from them. Prices could be different for the various hirelings, depending on how good their table of rewards was.

  • Miner: various rocks (quartz chunk, Granite slab, serpentine slab)

  • Barber: human hair (plus a few other items, though I'm not sure what. Maybe memories?) (Alternatively, it's paying for getting a hair cut, and can only be done once per summer, BUT also comes with a memory: satisfaction/gossip or similar).

  • Orchard keeper: misshapen fruit or a basket of apples (Possibly marrows for some 2 nectar food)

  • Fisherman: mackerel and pickled pilchards (possibly also common alcohol, like dandelion wine? Or elderflower cordial for single use beverages)

4) Make feeding pets not take soul cards

Currently, in order to get a memory from a pet, you need to spend three soul cards. One to get the memory, one to feed them, and the last to get the food. If it's a carnivore, it takes 5 cards. By making the feeding not take soul cards, it would lower the cost to 2 and 3 soul cards. This makes pets more efficient without

4.1) Alternative: Cats and dogs feed themselves

Similar to how all pets were pre-nerf, give cats and dogs a special trait to indicate that they go to Brancrug Village and get fed by locals, making them docile every dawn. Possibly the parrot too? Obviously the more outlandish pets wouldn't be able to do this.

5) Let Miner use stone (and fix trait description)

Similar to how other assistants have a unique resource they can use, miners should be able to use stone. The description for hiring a miner is currently "Miners provide forge, scale, and a little moon", when it really should be "Miners provide scale, and a little forge and moon"

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9 months ago