
ufologan
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Everything posted by ufologan
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Yeah, that makes a lot of sense wrt Minecraft mushrooms, and generally the popular media mushrooms (usually Fly Amanita + LBM, huh?). Maybe it'd be good if they put in the descriptions like, "you couldn't eat these before you shrunk" or something, suggesting it has to do with the science-fantasy aspects of the game rather than "hey here's a totally edible mushroom, go nuts!". Especially considering I'm pretty sure this game is largely made with kids in mind? I feel like even in Minecraft there's a bit of disconnect, because you're clearly not on Earth, there's zombies and endermen and the whole world you live in is somewhat off-kilter, so it's less imitable. Whereas Grounded is clearly scifi, but it also is somewhat "grounded" (ha!) in reality, insofar as there's no explicit magic & the biggest suspension of disbelief comes from actually being shrunk down.
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Hello again Couple more ideas from me: It'd be nice if there was a way to turn off player dialogue without also turning off npc dialogue? I say this because constantly hearing "Augh, it's worse than mom's/dad's brussels sprouts!" and "I feel a little less squishy now" just about every time I do something is incredibly tiresome after 40 hours of play. I would just turn dialogue volume to 0, but I do still enjoy hearing BURG.L and the voice logs. Maybe separate the volume options, or just have Pete talk less frequently? I would suggest having more voice lines recorded to add some variety but I recognize that isn't necessarily viable, haha This is incredibly minor, but it sort of wigs me out that Fly Amanita (the red shrooms with white spots) is a food item in this game, given it's psychoactive and somewhat poisonous IRL xD No idea what course of action could be taken here, just thought I'd throw it out there.
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Jumping & Hauling Improvements?
ufologan replied to ufologan's topic in Grounded: Feedback & Suggestions
1. Tell that to all the times I've pressed jump while running only for nothing to happen 2. Building a bridge would defeat the purpose of having my outpost on that lamp, where no bugs can walk to it, instead of on the shore of the pond xD -
I hope it's okay that I'm making new threads as I come up with new ideas!! If not feel free to bonk me on the head haha. This one comes in two parts: I wish it was possible to take running leaps. Currently, when I'm running, I have to come to a complete stop before I can jump. Running leaps would go a long way to making the land movement in Grounded feel more fluid & enjoyable! Running through the woods only to get stopped by a lump of dirt that was too steep to run up, and couldn't be jumped over without stopping first, is always a bit of a let-down Please please please add a way to haul across water! I understand this is probably very low-priority, if it's even a possible feature, but I just spent about 18 in-game hours (not sure of the timescale & was too focused to check my irl clock) slowly pushing 3 planks and 6 stems to the lamp in the pond because I wanted an outpost there and needed those materials for a workbench & dew collector Dx Most of that time was spent trying to push 4 of the stems at once, having them float in different directions, and by the time I got them aligned again, the current had pushed them & me back to where I had been before the stems got all jumbled up!! It took me a while to realize why I wasn't making progress. Finally figured it out & was able to push them across one at a time, but even that was a huge pain. Maybe a piece of chest armor that can hold hauled items on your back while you swim?? Or a raft, even? Thanks again!
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That would be really great!! I love that feature of DS, and the fact that it's completely optional to enjoy the game, yet available for those who want a more tailored experience. All the best gameplay customization is like that, IMHO Honestly, I realized a while after posting this that I had been playing on Medium instead of Mild xD Made a new save on Mild mode, and I'm actually enjoying the combat now! I think when I first made the Medium save file, I got confused about the wording on the screen where you select your mode. Maybe I'm just a dummy, but to me it sounded like Mild didn't have survival elements for some reason?? Idk haha
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Meat Types and Inventory Management
ufologan replied to ufologan's topic in Grounded: Feedback & Suggestions
Now that you mention it, I'm not sure if there's a difference in restoration/spoil time. If there is, it's minor enough that I've never noticed at all. As for mushrooms and weevils, honestly I probably won't do that simply because I find it more fun to go hunting, and hunting is easy enough that finding an even lower-effort solution feels less enjoyable to me than doing it the slow(ish), dirty way. BUT I get that different people enjoy different things, and if someone finds hunting tedious, more power to 'em for finding quicker way. Personally I've never seen the point in gamedevs (in general, not Obsidian) trying to problem-solve away every possible shortcut to guarantee their "intended experience". Not everyone will get the same thing from every game, and just because one person wants to skip over a particular part of gameplay doesn't mean it's a bad piece of gameplay, it just means you can't account for taste xD But I'll get off my soapbox, lol To your latter two paragraphs: ABSOLUTELY! If they could make a recipe for a bigger backpack & have it unlock via BURGL, that would be so cool! And I'm glad I'm not alone on the shuffling thing. I keep my tools in the top bar, food and spare equipment in the second, and whatever goodies I get from foraging/hunting in the third. Even just being able to lock my tools to a specific inventory slot would be spectacular! -
This suggestion comes in four semi-unrelated parts. I think the Jerky and Roast item families should be consolidated into a single item each: a Jerky and a Roast. Having different items for each bug's raw meat makes some sense, if only for realism and lore reasons, but once it becomes food, I don't see any real difference between one and the other. Maybe the Aphid and Tadpole could keep their unique ones, representative of the former being tiny and the latter being large, but what's the difference between a Weevil Roast and a Grub Roast, from a gameplay perspective? Why do I need a stack of 5 Aphid Jerky, a stack of 3 Weevil Jerky, and a stack of 2 Gnat Jerky, all taking up 10% of my inventory, when I could just have one stack of 10 Jerky that does the same job with less fuss? This one is a minor annoyance and I can understand why it might not happen, but I would love it if the hotbar was a separate inventory space from the main inventory? I'm constantly having to rearrange my carefully-managed inventory because, for example, I equip my hammer from slot 2 of my hotbar to harvest some quartzite, and then when I unequip the hammer, it doesn't go back where it was because that slot freed up when I equipped the axe & is now full of rocks. I like to know where everything is instead of having to spend time searching for something i would've sworn was here somewhere, maybe it's in a chest, (nope it was in my inventory all along but I missed it because it wasn't where I expected and now I've wasted two minutes on boring inventory fiddling instead of actually playing the game), yknow? Make the hotbar a toolbelt, and this problem goes away (mostly, at least), because the tools I'm regularly equipping and unequipping get their own dedicated spots, instead of having to get shuffled around all the time. I'm sure this one has been said before, but: inventory upgrades? Pretty please? 30 is a respectable amount of slots, but I'd give my whole stash of silk rope for an upgraded backpack with an extra 10 slots! (Also, I'd like to quickly note that suggestion #2 would pretty much solve this problem, because suddenly I'd have 8 inventory slots that weren't used up by my normal tools and weapons!) Maybe this is already a thing and I just didn't notice, but a sentence in the description of the bow saying "press L to change arrows" or something would be helpful. I honestly didn't initially notice the little thing in the bottom-right corner saying as much, because I'm so used to that bit of UI being largely the same for every tool, so It didn't occur to me to check it when I got the bow. I might be in the minority here, though. I dunno. Anyway, thanks for your time!!
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Hello! I really adore the aesthetic of this game, first off. Tiny worlds are very much my jam. But I was wondering if there could be a sort of compromise between "Easy" mode and "Creative with Bugs" mode? I love the hunger/thirst mechanics and the foraging for resources, but I'm not interested in the combat. A mode like Minecraft's Peaceful, where the bugs won't attack you unless you attack first, but there's still survival gameplay (instead of just having all the resources from the start) would be cool! Thanks for your time :)