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Brett Harris

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  1. For some reason Rounded corner grass floor only offered three directions. There was no problem with weed stems. But the rounded Mushroom walls with half doors. The door is only on the right side. Cannot flip so door can be on left side too, so you can make rounded double door mushroom walls.
  2. Everytime we build a new base, we tend to build 10+ storage chests, and then either collect parts, or rob parts from the older base chests. Or even take whole chests. The chests are the number one anchor to only being stuck at the one base. In that, this game is going to be massive in size, and people love spending a lot of time in different areas and put a stamp on those places by building a base. But the biggest negative is the base with the storage chests are far away. Suggestion: We eventually come across a device. Or we can buy a device from the science shop. We then just place it near our chests. We can buy a second device and put it near the second bases chests.. and more devices still. Each device has the same range as a chest. If we are building or crafting near a device, we can use all parts in chests next to the devices. This will likely be a mid or late game device (I wouldn't leave it too late - because travelling to and from the garden is a pain already, especially when you just want to drop stuff off and come back - but it could also be a NG+ addition). Maybe claim Ominent has found out that shrinking can cause wormholes (Raw/Grilled/Jerky/Stirred/Microwaved Science Vortexes) Science as a side effect and have been experimenting on controlling them by locking them in the devices. We can get the parts from the ORC lasers, since they're powered by the captured wormholes. Then the final part in the device build comes from the science shop, just so it is expensive enough that we can't just build a chest and a device every 100cm. Or instead of a science shop, we put the items and science into a cooking device such as a griller or microwave inside a certain ranger hut (therefore making it a middle or late game item) and pay using the machine with science. The same machine could also be used for multiple functions, maybe adding effects to weapons, armour, or the final levels to weapons or armour etc. It's just a QoL, that gamers who put in a lot of hours would eventually really want.
  3. I'd like to have some form of direction at all time. I do rely upon Youtubers though. But I thought it would be fun to try and work it out. So I went exploring, didn't find it easy to get into the greenhouse, and then proceeded to inspect the top half first. I then found the super sour lime seed. The game still said to find the archive, but instead of having an icon where it is, the icon changed to the seed and it was not moved outside of the pot. I went exploring, gathering and building for a long while, still haven't found two chips and the game wasn't progressing. I had to watch a tutorial before I realised what I had missed. That was because the icon was missing. The garden is amazing! It truly shows that Grounded 2 is evolving beyond Grounded 1. But yes, the 3D of the world can be tough on story progression. In that, I mainlt think the lime seed icon can still be in the game, but the original exclamation mark should also be at the archives until discovered (i.e. door opens). It could be one of those game killers where people stop playing.
  4. Seeing that you are going to add different candy attack bugs. There is a great opportunity to specialise armours to be strong and weak in different attacks. ie Armour is light, strong against spicy and stabbing, weak against poison and slicing. Add greater variety and the need for us to chase a larger variety of armours. Add a wheel to choose what armour set up we want with an armour setup, with weapon, trinket and mutations. We don't need to carry our armour or weapons now, unless they are not in the saved in the wheel. I would make tier 1, just normal, light, medium and heavy. Tier 2 armours are weak and strong against the types of attacks. Tier 3 and higher armours are strong and weak against different types of attacks and special candy attacks, including poison, shock and sizzle (if spicy is just damage and sizzle is the affect). I would still like their special abilities on them. We can still chop and change our armours, so when we are saving them to the wheel we don't have to save all the same armour type on that slot. Grounded 1 was great, but except for the weapons, which I changed depending on the bugs I was fighting, I'd only use 3 armour setups in the end for everything. In that if it is difficult to come up with more varieties of armours, they could just have a colour change only, and maybe an infuse option with the oven candy bricks, and/or something for the damage types. I'd rather limit that, so we are forced to build more full and different armours. In that, allowing superior protection when we need it, allowing players to either play skillfully, or strategically when needed, with less need to change difficulty of the game.
  5. Getting into building. I like lighting up the place, using colours to change the ambience. In that, using a lot of lights it can be painfully slow when changing lighting. A QOL improvement would be is to allow us to assign a switch to each light, and we use a single switch for a group of lights to change colours, and therefore have a few switches that'll change a bunch of lights each. Even though I'm not into effects, you could probably add effects beyond just colours into the lighting via the switches, similar to the RGB in PCs. It would be amazing in playgrounds for people setting a mood, such as a boss fight under red lights brightening at the speed of breathing. So I have seen people lighting under floors. but I have noticed when doing it myself, I have to use a lot of lights, and it causes a bad moving square patterns appearing that is annoying and not what I was expecting. In that though, it might actually be difficult to fix. It might be easier to just be able to use lighting resources (such as sap, dry grass etc) to infuse glow into the floors or walls that looks like there is lights behind them. You can then allow the floors to be assigned to a switch and we can change the glow whenever we want.
  6. Okay Grounded. Love the game, but for us loners, I wouldn't mind an update, where in a new game, the whole four characters are there. So 3 are NPCs. Obviously, two players, two NPCs. We all run off out. The other 3 disappear until you build a bed and a chair for each one. You'll find them relaxing in their chairs at random. They'll have random conversations with you, and they can be seen relaxing in your spa. Now once you have brought them back with their own beds and chairs, you can set gathering missions for them each day. What they gather each day or each time period is limited by the weapon and armour you gift them. i.e. no armour, they can only gather pebbles or plant fibre. Increase their armour and weapons, opens up to greater variety of items they can gather. Make the game so you don't feel alone. The last mission defending the three mixr cylinders. Make it harder, but the NPCs help. When growing big. They will gather around.

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