A player could totally softlock this game by letting their partner into the valve room, then going into the freezer, locking them both in a room. Which would be hilarious. I hope someone does it.
This reminds me that one time In one of the streams someone asked "what if they both get into the freezer?" And tango answered "that's hallerious, I hope both of them get stuck in the freezer!" (although if they can respawn they wouldn't really be soft-locked)
@@fruity4820 Since they can respawn, it literally is a "soft lock". There's a way out, but it is losing the game (if you both die and respawn, you respawn outside the kitchen). If it was a Hardlock, you'd not be able to do anything. I always think about the old pokemon softlock, where you surf to cinnabar, release al your pokemon apart from one.
1:05:30 - Tango maybe you should have a prize for the person who gets the most "teammate" mentions in other players' top scores: That way you're encouraging good players not only to play well, but to find opportunities to team up with players they haven't played with before and help them do well. Could maybe help get more people into the game and get more variation in the team-ups
Upgrade Idea: "Staff Break Room" Unlocks a small room/chest in the antechamber that is filled daily with a snack of (non-orderable) food so chefs can eat snack between days.
I personally think that the dog giving bone meal instead of bones fits into the lore. It gives you his old chewed up bones, that at this point are just bonemeal.
I think the problem of needing so much bonemeal early game is a little too difficult to manage atm. A bone for bonemeal is like a bucket for water bottles. EDIT: Didnt know it gives 5 bonemeal per feeding so I take back my claim.
There should probably still be a food source between days. The freezer and rats cause so much damage that it's not reasonable to fill up with restaurant food alone.
I agree! One idea I had, that would also stay in the lore of a restaurant is at the end of every day they are given one piece of food that they served that day. (Kinda like taking home a shift meal) it allows them to get a little bit more health back, but maybe not completely refill everything, forcing you still to have to eat during the work shift. (Kind of like take a fry off a plate before you serve it to customers [not saying I ever did that]) plus this way, the quality of the food that they get after each day scales with the days. So the early day maybe require you to have to eat more during the shift day, but maybe in the later days your take home meal is enough. But I also think that also sounds a like a lot more work. And I know tango is ready to be finished. So you know, either way :)
Agreed. I totally get the idea that Tango is going for, but I don't think it'll work out in practice, I think it'll just lead to a lot of frustrated players or players breaking the rules and taking food in.
I disagree, I think people should just learn to play with this in mind. So for example, if you go to the freezer, take an extra cod with you for yourself.
@@nielsvanderpoel3062 yeah, I think that is gonna be part of the gameplay. And I like that aspect, that’s why the shift meal idea I think is a good balance that gives them some food so the day is mostly spent focusing on the customers but a little bit focusing on yourself. And it fits well in the lore of how restaurant actually work
Instead of allowing a third slot, I recommend allowing the offhand. That requires a little bit of juggling to make use of it, so you have two quick items and an extra that you need to think about to use.
People stop commenting on the Hermits, it's none of our business. Be respectful towards the hermits that you watch and zip it please. All will be resolved privately and that's where we should let it. Now just watch the great vod.
@@ChaoticLifemaker Iskall left hermitcraft after it was discovered he did some very terrible things. you can find information including what the victims had to say on one of the pinned posts in the subreddit
@ kacpya3999 well we dont know how bad he was because the victims did not make public the worst things. they said the hermits saw a lot of explicit evidence that was kept private.
Post-game upgrade system signs/buttons idea: 1) make one warped wood the other crimson wood to differentiate 2) change wording on reroll sign to "press to reroll: 33% chance success 66% chance to lose current upgrade" 3) use red and blue dye and glue ink to match the red sign with the red (crimson) button
"Can you let me out this is when I die" "carrot harder" *laughing so hard* honestly when Tango and Skizz are together you know you can't watch while eating or drinking
1:57:17 for food between rounds, you could bring back the berry bush in the start day room, and maybe make it look like a herb bed, somehow? Still has randomness for chaos, Love your massive mini games. Inspired to try make my own.❤
Just got my youtube recap. You and impulse's second channels were my top two. Just want to say thank you for uploading and making my weeks brighter this year!
- First of all, it does feel like you no longer have any worries if the game will be fun or not, which is great. For the rules: - What are the rules regarding items left in the restaurant / farm between days? Either on the floor or on counters? - One thing that I think should be mentioned in the rats book is that items will not be picked up and rats will not spawn in the farm area. There are no real restrictions for dropping items in the farm and players should be aware of that. - Add a note that one way to lose the game is if a customer is in the queue too long? It may not be apparent by gameplay. - For the dog book, do you need to clarify that you may only use dog treats to feed it? "The dog won't eat anything that has been frozen". - If you have not fixed it already, an idea for the qc patience refill droppers, move the droppers by one block sideways relative to their current position so that they are between the clocks. 2 extra hoppers would be needed per unit but they should no longer be qc'd. Alternatively you could delay the start of the dropper clock until all redstone blocks has had time to reset? - Did you fix the bug that stepping on the pressure plate for the water valve room activated the crafter? - I didn't hear any patience audio from table 5 (measured from the queue) when Beef sat there in the second game? It could be that I just missed it as there were other noises. However the audio from that table seemed to work in a later run though so it could just be that the audio was drowned out by something else. - Regarding the phone answering, I think that it might be enough to just have to press the button. Pressing the button is done in an instant but the real gameplay value of it is that it breaks your focus and that you have to divert your course from your current. The time that it takes to run to the phone is also a part of the distraction. And even though it is still a minor distraction not all distractions need to be of the same severity. This is just an opinion though. - On another gameplay note, I will just say that if the minecart picks up an item that was just crafted that might be a game over, especially if it is a complex item. It might be a good thing as more advanced players will get good at estimating the crafting time but less experienced players might be forced to stand and wait instead of multi-tasking. This is one of the in game balances of risks vs rewards but with quite big risks if you get it wrong. It is also a good reason to get faster crafting and the furnace fuel upgrades. - Given his issues with remembering certain rooms, you should just move the freezer and valve room every time that Skizz visits so that he won't feel bad about forgetting where rooms are. This is today's comedy suggestion.
If I may, CHEF (Tango)? The term ‘Fire Suppression System’ may be a good name for the ‘Flood Warning,’ and fits into kitchen Lore a lil’ more. Granted Access to the room, Turning the Valve would turn the FSS ON, preventing the ‘FLOOD’ caused by your already ‘faulty sprinkler’ No additional fire mechanic needed or involved. Just for fun and lore. I’m also cackling just thinking of every hermit attempting to say that quickly in panic during the horn. PLEASE!
I remember this was said last time by I do think make the pressure plate to the door between kitchen and farm should be a bit more obvious, blackstone one would do the trick. The glass on the cauldron could be different colors since people mistakenly click on glass which cause more of a hassle and unfun inconvinient than a chaotic challenge.
Yo while we're mentioning decked out 2, I have a late idea for level 3. The main problem with wardens is there isn't a good way to interact with them in a way that's medium risk, either you crouch the entire time you're down there and avoid all obstacles, or you don't and you just die. What I think could've been super cool would've been adding noise-making mechanisms and then forcing interactions, but also including ways to distract wardens to buy yourself time and space. For instance, having some kind of timed explosive device on part of a level, running into place, waiting for the warden to leave an area, and then moving past them to hit a lever or a pressure plate to obtain an item or something. There's a limit because after a certain number of noises a warden locks onto you, but in exchange you get to puppeteer the wardens for short periods of time. I would also get rid of the aggro-net system because it's too punishing, I think some amount of risk needed to be allowed and forced with some amount of counterplay.
For the first week orbteobof the game being open, Tango should go to one of the old Phasmo streams to get a clip of Skizz screaming "read the book!" As the failure audio
If you replace the phone with a pressure plate could I suggest having a "phone put down" sound to confirm that you answered the call correctly? Some other suggestions: - What if instead of random rats on a timer, there was a 20% chance for rats to spawn after feeding a customer, as if they're leaving mess behind after eating? - Have some food renamed "employee snacks" in the break room if you want players to have free food in the break room, this would also let you use any food to eat since "Employee Snacks" wouldn't go into the item filters - If it's possible to push melons and pumpkins, what if you had farms underneath the ground for them and then you pulled/pushed the pumpkins/melons upwards like a cobblestone generator. This would allow you to have more spots to grow pumpkins and melons and still force players to break them to get the items - Without the 50% chance for customers to double up, they will always arrive at a constant rate, this means you can only ever get so many customers before the first customer that arrived has their patience run out (say the patience is 10 seconds and customers arrive every 5 seconds, you will only ever have 2 customers in the restaurant before you lose, making the number of tables irrelevant) - Keep in mind for difficulty you're not getting the upgrades that appear mid-day during these playtests, certain upgrades may make the game way easier so purely relying on the end of day upgrade to have an easier time may make the game overall a lot harder
Definitely agree on the last part about upgrades. It's reminding me of the DO2 cards a little bit...when showing off parts of the dungeon, Tango would often say "they're going to want more Clank block, they're going to want more Hazard block, they're going to want Jump Boost to use this shortcut." But in order to use such things, the player would need to 1) survive a run, which already has an element of chance because ravagers and hazard doors could force players into a dead end, 2) receive enough embers to afford cards, which is chance based from the artifact dropper and where embers appear from cards, and 3) have the card they want appear in the shop. That's a lot of chance. Hungry Hermits isn't quite as hit or miss for getting upgrades, since you get at least two rolls of the dice at an upgrade (the first during the day if they are offered one they want and lock it in, the second being the end-of-day roll if they didn't lock one in) and there isn't a limit on the number of times any pair of players can run the game. But it's still chancy enough that any feature requiring a _specific_ upgrade will turn into a softlock for players who don't get that one.
@@dbseamz I don't think equivocation works for DO2 / Hungry Hermits, especially in that context since DO2 lets things carry over, you're naturally going to become more powerful the more you play
@@moonworks7517 yeah, that's a good point. It's definitely not a 1 to 1 comparison, I was only bringing up the cards because it felt like a similar "players will want to use this thing that they have no guarantee of getting" scenario.
Something to consider in regard to balance testing: In Plate Up, a customer's patience resets when you take their order. So if you're struggling to keep up with orders, the best thing to do is take orders as LATE as possible, as it gives you a lot of extra time to prep food. In this game, that would translate to things like making food for hunger, doing farming, etc. I notice in a lot of the testing you've been doing, you're taking orders as soon as customers enter, which doesn't give the other person time to get in position to grab the order when it is called out. You might even has players like Etho and Pearl taking advantage of this to gather excess ingredients and throw them on the floor in the farm, to avoid situations like running into the freezer in a panic. Maybe that's desirable, maybe not. That's your call to make.
At the moment, I don't think Hungry Hermits' patience resets when their order is taken, even though the armor stands lift their heads briefly. That would be a neat idea though, and could add more to the overall patience timer without letting the players ignore a customer for TOO long.
Idk why, but I feel like Ada may have had some level of effect on Tango… the sass and sarcasm with some of these instructions in the tutorial room is amazing 🤣
“Remote ordering terminal” is a little bit wordy, and it has nothing to do with the ordering terminal from plate up. You could shorten it to a “catalogue” instead.
Not sure if tango is still taking them but I have some suggestions that are more 'game experience' over mechanics per se - The flood warning feels a bit unthematic; what if it was a kitchen smoke alarm -> sprinklers? Just renaming the valve room sign to "sprinkler off valve" and changing the sfx to match that kind of alarm - The tunnel to the farm feels a bit oppressive and like a video gamey loading screen. If you hollowed it out as an extension of the farm room and replaced the door with a windy fence path, it would be mechanically the same (delayed by 5s; bypass by retracting middle fences down so you can take a straight line through, versus powering the door) but it feels like a coherent space and you're actively doing something instead of just waiting - The backrooms at the entrance kind of blur into the main restaurant area because of the checkered floor; a couple blocks in the floor at doorways (sculk? Concrete?) could delineate the areas and make the actual restaurant feel more coherently defined - It would be fun if you could see the time of day outside of the restaurant front door (light blue concrete and sculk blocks, piston swapped) and serve as an extra indicator of day-end - Maybe the blocks that you stand on to start the game could be redstone lamps? It's currently a little ununtuitive, but "pressure plate on lamp" feels like an imperative to turn it on, you know?
Maybe the freezer can have a save spot in the back, to allow to warm up? So the penalty for missing is just time. Must be far enough back though, so that it still takes coordination to let your partner out of the freezer.
@Tango you should use armor-stand magic to cover/block the tables that aren't unlocked and hide or reposition the blocker when you get the upgrade. Edit to add: might be even better if the blocker is just a slightly higher "tablecloth" that covers the table setting (plate, spoon, etc).
One of the things I think you could do is a "Demonstration" kitchen- one of the big problems that you have is you need to tour each hermit beforehand to show them where the farm is and where the freezer is. Since you have a bunch of Redstone above the room, you could do a a button for Hermits to open the door, like a Tour mode so they can walk around the kitchen without feeling like they have broken anything. If you were feeling REALLY fancy you could hook up the existing buttons to do alternate outputs when in tour mode, so they can get like an audio tour as well. I had another thought, but it is more for a Season 2 sort of thing, and I'd want to see what scores look like. But I had wondered if the scores are going to end up too similar, or players aren't going to feel enough agency about a run being a "good" scoring run or a "bad" run, since orders are random. I thought of a "bonus round" type thing every 4 or 5 rounds where you go out to like a "food Truck", that is a timed round instead of a failure round, where it just constantly queues customers for X amount of time. The truck doesn't have a farm or anything, it's just got lots of cabinets or buttons that drop the material and a cooking thing still, but the space is cramped instead of wide, so the challenge is getting around each other and moving around the tiny space. The goal being to serve as many customers as you can in the shortest time for the round. I think somewhere in the game should mention that you should feed yourself with product. Maybe add a sign in the kitchen that says like "A hungry chef is an unhappy chef! Feed yourself as well as the customers!" You could do it as map art, and make it look like the sign from The Bear. Currently I actually think that having more tables is curse rather than a blessing. I know we haven't seen late levels, but in none of the practise runs have we even seen a queue actually start, and from what I understand customer patience doesn't start until they hit the table in the restaurant, so the queue is actually a bit of a blessing, and decreasing the number of tables might make the first day feel a lot more doable. Can the floods/random rats scale with the amount of days? Like having less than one of each a day on average day 1, scale up from there? Also think since you added Dogstep, you might need to revisit the food spreadsheet. Baked potato for instance is now a 4 step process (Get dog treat, get bone meal, get potato, cook potato). Like Bread might be as hard as cooked potato (Get dog treat, get bonemeal, get wheat, put in crafter). Water Bottle is actually the easiest thing now by far. (Default its get bottle, fill from farm, come back) Also thought about your Melon/pumpkin farm problem from last time. What if instead of it being a farm of both, you have a big farm for melons and a big farm for pumpkins, but to get into them, you have to activate a timed piston door . Or the player in the restaurant room has to do something to help you in (I.e. there's three levers that need to be put in a certain order, the code can be seen with redstone/copper lamps in the restaurant, and the code changes every like 2 minutes, so the person in the restaurant has to shout it out, or try and remember it and time it If you did it with copper lamps, you could turn the ones on in the restaurant off and on with random timers, and use that to power the door in and out of the farm, but to make it different to the freezer, make sure the player in the farm can get out themselves. )
For the carrot and potato barrels, if you want to keep the asthetic of the barrels you could just use the same stick/locks from Zed that you are using in the inventory and then once they take the carrot or potato that now empty slot could be filled with another stick/lock
11:51 Does anyone here know the name of the song that's playing in the background? I've been trying to find it for months 🥲 Edit: THANK YOU SO MUCH TO SORTFAAR3 FOR THE SONG NAME!!! 🤩 It’s Pierce by AGST if anyone else was like me, trying to track down the song for 5 months straight
Tango, one way to balance the floods is the have way for the person in the valve room to let themselves out. That way you free up the second player a bit earlier.
I think the cooked meats should probably be a day 2 thing. There is actually a lot of running around involved with any of the cooked meats. Also, while 2 inventory slots seems fine for day 1 and 2, it seemed like 3 slots were needed for day 3 ... or counters
Instead of random rats, why not have an occasional junk item be dropped on the floor by the customers. The players can throw it in the bin to prevent the rats.
1:59:03 - To solve for this problem where players throw items through the door. Instead of using the water trough. Maybe a fixed hopper under a slab at the door that isn’t redstone locked, so it’s always sucking items into it. So they can never do that. And if you wanted to, could feed it back to the chest where they get all their carrots/beetroots from, to not waste those items and they get recycled back into the game’s supply chests. Or could even make it signal directly to the rat system, and trigger the rats, to discourage that kind of game play.
. SORRY TANGO, I've just thought of this idea for content while you build your current and future games. Set up alarms at entry points to alert you of incoming hermits. Pressure plates, tripwires and/or skulk sensors that trigger an alarm, or possibly traps. Could also add dispensers with rockets or other traps for an extra zing. Tip, if you include deadly traps disable the alarm for a few minutes (arrow/pressure plate for a couple of cycles), after they perish to induce further confusion as it won't fire when they return for their gear. Keep up the great content ❤️
The team with the winning amount of points for a season should name the restaurant for the following season, so everyone who plays are chefs in their restaurant!
3:02:18 - OK I'll admit, before this very moment I was thinking "Tango's gonna have to go find his ender chest or get back to his storage and find a chest with some stone in it to fill those hopper clocks"
Imagine this with some cookin obstacles. Fires, lava pacour, I know its not the game Tango is aiming for but it be doable! I think 2 flaws need fixing: Skizzle and Tango moving in the same room to often, and Skizz walking with massive amounts of carrot in hes hand. The water bottle is genious.
hello tango, I just got my youtube wrapped and you were my most watched channel. thank you for these vods, they have such a good vibe always, keep doing you. waiting for the release of hungry hermits !!
The pro long game strat will be bulk producing carrots day 1 to make golden carrots, because both players have so much time day 1 and it’s still a relatively easy recipe for such a good food
In my opinion for the Scores book... the following option C is best imo. A) Best 5 scores B) Best Score with Each Teammate (give 3 pages per Hermit) C) The MAIN Score Book is ONLY for the Top Scores. Additional Books for EACH Hermit stored in Bookshelves for personal Scores collecting.
Also a random wild idea (no clue how it would be done) - adding achievements similar to your day 8 chef hat prize. Example: "successfully prevent X floods on day X"
Is it an idea to have customers occasionally drop "trash" after they've been served, so they also sometimes attract rats (are there minecarts under the restaurant area too?)? That way people can drop things in the farm all they like, rats will still occur and it maybe makes a bit more sense lore-wise than rats randomly appearing?
Tango a word of warning for Zed's Locks, use Sticks or some other non placable/edible item, Zed found that out the hard way. He used Dirt but kept placing it by accident and it lost it's tag and just became dirt. Curious, what other items can be used? Sticks, Raw Ores/lapis (is that an ore?), ink sac.......
Keep the same system for adding one potato and carrot to start the day but that one item gets added to the dropper that is then activated with a button press. Then they can only get one carrot/potato on demand.
Just an idea regarding the flood warning alarms being too frequent: have two separate timers but only one's active at a time and use a latch to alternate between which to use. This would allow for them to still happen frequently but with the full duration.
You could always put the minecart pickup underneath the hallway to the farm. That way there’s a chance that the items you throw through the door get picked up? Maybe you could also make those “rats” more frequent?
is patience adjustable by day? make patience increase with the days, it can appear to make game easier, but as you said at some point, customers outside are a problem too
Hm, about the issue with serving customers with only little time in between: Maybe chat can track how often this happens during testing? I guess in early game days the issue may show up more often than 1 out of 20. If there is a second carrot or beet then Hermits will proudly feed both and may loose...
Maybe the cart with the scores should only leave on the start of a new game, instead of when players leave the room? There should be enough time between pressing the new game button and standing on both pressure plates to get that cart out of the way
Honestly 57:01 I'm surprised no one thought of a lectern wall with a sign per lectern so it's a book per hermit, 👀 The one top score book could still be a thing. Then the hermit could decorate around their lectern and pick a new sign color if they wanted 👀
What about putting a pressure plate in the barn all hooking up to the flood system door, so in the even that teammates are seperated there is still a chance to open the door. Still keeps it chaotic because it forces the players to mix up who is opening the door and who is turning the valve, dropping what theyre doing in that moment
A tutorial mode or beginner mode would be good for learning hermits. Possibly increased patience and / or extra inventory slots recommended for the first few attempts. But tutorial mode can not contribute toward a high score and can only be used a finite number of times.
You mentioned players "wanting" a specific upgrade by a certain day, which I'm not sure is a good idea with the way you've got upgrades set up right now. Hungry Hermits upgrades aren't quite as chance-based to obtain and use as DO2 cards were: you're guaranteed the opportunity to use at least one upgrade per successful day, instead of the risk that you'd come out of the dungeon without enough embers to buy the cards for sale after maxing out the Common ones. And there isn't a limit on the number of times any pair of players can run the game. But it's still chancy enough that any feature _requiring a specific_ upgrade will turn into a softlock for players who don't get that one.
Hey Tango, 1:36:37 i didnt finish video yet maybe you already solve it , incase u didnt i think repeaters must be at 2 tick . Observers sending quick singal as you know i dont know the whole system but it looks like the problem, good luck !
Now that table upgrades are even more valuable and debatably required. What do you think of giving teams a set number of rerolls for upgrades at 100% and after they’re used them have rerolls at 33%
I've been using an Asus pg42uq OLED for about a year now, it has the same panel as the LG C2 but with monitior features. There are some build in safety features and a pixel cleaning function. I play Minecraft and havn't had any issues with burn in. I use the monitor when I'm working from home so that's a lot of white windows open for 8-9 hours a day... It can be a problem under the right conditions but it's totally worth it for the colors. My PC is a 5800X3D with a 4090 and it handles 4K120fps great in Minecraft with shaders.
a man, not gonna lie, today i was secretly whishing for a new satisfactory vod, a well guess i have to wait (pitty i can't play the game myself, my computer cant handle it 😅)
Reminder to add a 'reset/stop the game' button. "But it will never happen!!" Yes it will, happened last stream, happened this stream again 1:13:10 . Tango, please just be reasonable this time and think ahead by fixing a problem before it becomes a maintenance nightmare.
I thought the point for the ordering terminal sound was so that you know that it's processing while you stand there waiting not here's the item. Can't really fault him though 20 million thoughts going in your mind and trying to keep them straight
You need to abruptly shut off the rest of the music when the game ends so the player hears only the plates crash and it doesn’t get drowned out by all the other audio ques
I think the flood is way too disruptive, since both players pretty much have to drop everything immediately. Especially if someone has to make a round trip from the farm, too much lost time just stacks up if you get multiple floods in a single day. IMO the flood should only happen once per day max, or at least be a lot rarer. There could maybe also be some kind of preemptive action players can take to reduce the risk of flood. For example if players turn the valve before the arooga goes off (“doing maintenance on the sprinklers”) it reduces the chance of the flood happening that day. That would add something to do at the beginning of each day and give players a tactical decision between preparing food and dealing with the sprinklers
A player could totally softlock this game by letting their partner into the valve room, then going into the freezer, locking them both in a room. Which would be hilarious. I hope someone does it.
Guarantee it happens, and yes it will be hilarious xD
😂😂😂
Idk, I feel like that’s more of a hard lock… considering you can’t unlock the doors from the inside 🤣
This reminds me that one time In one of the streams someone asked "what if they both get into the freezer?" And tango answered "that's hallerious, I hope both of them get stuck in the freezer!" (although if they can respawn they wouldn't really be soft-locked)
@@fruity4820 Since they can respawn, it literally is a "soft lock". There's a way out, but it is losing the game (if you both die and respawn, you respawn outside the kitchen). If it was a Hardlock, you'd not be able to do anything. I always think about the old pokemon softlock, where you surf to cinnabar, release al your pokemon apart from one.
1:05:30 - Tango maybe you should have a prize for the person who gets the most "teammate" mentions in other players' top scores:
That way you're encouraging good players not only to play well, but to find opportunities to team up with players they haven't played with before and help them do well. Could maybe help get more people into the game and get more variation in the team-ups
Upgrade Idea: "Staff Break Room"
Unlocks a small room/chest in the antechamber that is filled daily with a snack of (non-orderable) food so chefs can eat snack between days.
I've been thinking this as well a break room but not even as an upgrade, just somewhere to go to replenish hearts with a small penalty/delay.
That "you fed them raw fish?"
"Have you ever heard of SUSHI"
bit had me dying 😂
Except the fish just came out the freezer so that would be some cold sashimi😅
@Eleanorbrant Summer speciality
I personally think that the dog giving bone meal instead of bones fits into the lore. It gives you his old chewed up bones, that at this point are just bonemeal.
I think the problem of needing so much bonemeal early game is a little too difficult to manage atm. A bone for bonemeal is like a bucket for water bottles.
EDIT: Didnt know it gives 5 bonemeal per feeding so I take back my claim.
There should probably still be a food source between days. The freezer and rats cause so much damage that it's not reasonable to fill up with restaurant food alone.
I agree! One idea I had, that would also stay in the lore of a restaurant is at the end of every day they are given one piece of food that they served that day. (Kinda like taking home a shift meal) it allows them to get a little bit more health back, but maybe not completely refill everything, forcing you still to have to eat during the work shift. (Kind of like take a fry off a plate before you serve it to customers [not saying I ever did that]) plus this way, the quality of the food that they get after each day scales with the days. So the early day maybe require you to have to eat more during the shift day, but maybe in the later days your take home meal is enough.
But I also think that also sounds a like a lot more work. And I know tango is ready to be finished. So you know, either way :)
Agreed. I totally get the idea that Tango is going for, but I don't think it'll work out in practice, I think it'll just lead to a lot of frustrated players or players breaking the rules and taking food in.
I disagree, I think people should just learn to play with this in mind. So for example, if you go to the freezer, take an extra cod with you for yourself.
@@nielsvanderpoel3062 yeah, I think that is gonna be part of the gameplay. And I like that aspect, that’s why the shift meal idea I think is a good balance that gives them some food so the day is mostly spent focusing on the customers but a little bit focusing on yourself. And it fits well in the lore of how restaurant actually work
Berry bushes in "planters" around the lobby?
Instead of allowing a third slot, I recommend allowing the offhand. That requires a little bit of juggling to make use of it, so you have two quick items and an extra that you need to think about to use.
People stop commenting on the Hermits, it's none of our business. Be respectful towards the hermits that you watch and zip it please. All will be resolved privately and that's where we should let it. Now just watch the great vod.
1:18:17 AND 2:19:32 SAW IT ON TWT AND IT JUST KEEPS GETTING FUNNIER TANGO MY FAVOURITE DIVA 💜
What did I miss. Is there beef with Iskall?
@@ChaoticLifemaker Iskall left hermitcraft after it was discovered he did some very terrible things. you can find information including what the victims had to say on one of the pinned posts in the subreddit
Was this comment really necessary? I don't think the situation is something to laugh about.
@@iridescentafterlifeI wouldn't say they are very terrible, not nice but not terrible
@ kacpya3999 well we dont know how bad he was because the victims did not make public the worst things. they said the hermits saw a lot of explicit evidence that was kept private.
Post-game upgrade system signs/buttons idea:
1) make one warped wood the other crimson wood to differentiate
2) change wording on reroll sign to "press to reroll: 33% chance success 66% chance to lose current upgrade"
3) use red and blue dye and glue ink to match the red sign with the red (crimson) button
That is phenomenal! 👍🏻
"Can you let me out this is when I die" "carrot harder" *laughing so hard* honestly when Tango and Skizz are together you know you can't watch while eating or drinking
1:02:21
I was like, wasn’t it in alphabetical order? Why is Joel behind Skizz? Then it was like, right…No one actually calls him SmallishBeans.
Yep! Like Beef, Cleo, and Scar as well. Lol
@@justcallmeness Except he put Scar with the S's instead of the G's.
1:57:17 for food between rounds, you could bring back the berry bush in the start day room, and maybe make it look like a herb bed, somehow? Still has randomness for chaos, Love your massive mini games. Inspired to try make my own.❤
Just got my youtube recap. You and impulse's second channels were my top two. Just want to say thank you for uploading and making my weeks brighter this year!
Idea for the freezer, since you always loose health, dispense two for every snowball. Then you can cook one for yourself and one for the customer.
You know the music is good when Tango can't stop idlely humming it.
- First of all, it does feel like you no longer have any worries if the game will be fun or not, which is great.
For the rules:
- What are the rules regarding items left in the restaurant / farm between days? Either on the floor or on counters?
- One thing that I think should be mentioned in the rats book is that items will not be picked up and rats will not spawn in the farm area. There are no real restrictions for dropping items in the farm and players should be aware of that.
- Add a note that one way to lose the game is if a customer is in the queue too long? It may not be apparent by gameplay.
- For the dog book, do you need to clarify that you may only use dog treats to feed it? "The dog won't eat anything that has been frozen".
- If you have not fixed it already, an idea for the qc patience refill droppers, move the droppers by one block sideways relative to their current position so that they are between the clocks. 2 extra hoppers would be needed per unit but they should no longer be qc'd.
Alternatively you could delay the start of the dropper clock until all redstone blocks has had time to reset?
- Did you fix the bug that stepping on the pressure plate for the water valve room activated the crafter?
- I didn't hear any patience audio from table 5 (measured from the queue) when Beef sat there in the second game? It could be that I just missed it as there were other noises. However the audio from that table seemed to work in a later run though so it could just be that the audio was drowned out by something else.
- Regarding the phone answering, I think that it might be enough to just have to press the button. Pressing the button is done in an instant but the real gameplay value of it is that it breaks your focus and that you have to divert your course from your current. The time that it takes to run to the phone is also a part of the distraction. And even though it is still a minor distraction not all distractions need to be of the same severity. This is just an opinion though.
- On another gameplay note, I will just say that if the minecart picks up an item that was just crafted that might be a game over, especially if it is a complex item. It might be a good thing as more advanced players will get good at estimating the crafting time but less experienced players might be forced to stand and wait instead of multi-tasking. This is one of the in game balances of risks vs rewards but with quite big risks if you get it wrong. It is also a good reason to get faster crafting and the furnace fuel upgrades.
- Given his issues with remembering certain rooms, you should just move the freezer and valve room every time that Skizz visits so that he won't feel bad about forgetting where rooms are. This is today's comedy suggestion.
Yesss keen - Satisfactory is crunchy and nice to veg out over, but there's nothing better than a game dev sesh with Tango 🥳
If I may, CHEF (Tango)? The term ‘Fire Suppression System’ may be a good name for the ‘Flood Warning,’ and fits into kitchen Lore a lil’ more.
Granted Access to the room, Turning the Valve would turn the FSS ON, preventing the ‘FLOOD’ caused by your already ‘faulty sprinkler’
No additional fire mechanic needed or involved. Just for fun and lore.
I’m also cackling just thinking of every hermit attempting to say that quickly in panic during the horn. PLEASE!
Hungry Hermits is such a fantastic game. I can't wait to see Hermits start playing it! 😊
Need a chime on when the snowball hits the target as it isn't really clear where the snowball hit. Either on the bar or the target
I remember this was said last time by I do think make the pressure plate to the door between kitchen and farm should be a bit more obvious, blackstone one would do the trick. The glass on the cauldron could be different colors since people mistakenly click on glass which cause more of a hassle and unfun inconvinient than a chaotic challenge.
Yo while we're mentioning decked out 2, I have a late idea for level 3.
The main problem with wardens is there isn't a good way to interact with them in a way that's medium risk, either you crouch the entire time you're down there and avoid all obstacles, or you don't and you just die. What I think could've been super cool would've been adding noise-making mechanisms and then forcing interactions, but also including ways to distract wardens to buy yourself time and space. For instance, having some kind of timed explosive device on part of a level, running into place, waiting for the warden to leave an area, and then moving past them to hit a lever or a pressure plate to obtain an item or something. There's a limit because after a certain number of noises a warden locks onto you, but in exchange you get to puppeteer the wardens for short periods of time.
I would also get rid of the aggro-net system because it's too punishing, I think some amount of risk needed to be allowed and forced with some amount of counterplay.
When its live, I need to see scar and skizz play together because thats a recipe for pure chaos.
For the first week orbteobof the game being open, Tango should go to one of the old Phasmo streams to get a clip of Skizz screaming "read the book!" As the failure audio
Comfort food for my brain. Always enjoy watching, it’s like Saturday morning cartoons lol
Tango, love your premonition 31:36 People going to die in the freezer, they're going to die to silverfish, someone's going to fall in the hole... 😂
If you replace the phone with a pressure plate could I suggest having a "phone put down" sound to confirm that you answered the call correctly?
Some other suggestions:
- What if instead of random rats on a timer, there was a 20% chance for rats to spawn after feeding a customer, as if they're leaving mess behind after eating?
- Have some food renamed "employee snacks" in the break room if you want players to have free food in the break room, this would also let you use any food to eat since "Employee Snacks" wouldn't go into the item filters
- If it's possible to push melons and pumpkins, what if you had farms underneath the ground for them and then you pulled/pushed the pumpkins/melons upwards like a cobblestone generator. This would allow you to have more spots to grow pumpkins and melons and still force players to break them to get the items
- Without the 50% chance for customers to double up, they will always arrive at a constant rate, this means you can only ever get so many customers before the first customer that arrived has their patience run out (say the patience is 10 seconds and customers arrive every 5 seconds, you will only ever have 2 customers in the restaurant before you lose, making the number of tables irrelevant)
- Keep in mind for difficulty you're not getting the upgrades that appear mid-day during these playtests, certain upgrades may make the game way easier so purely relying on the end of day upgrade to have an easier time may make the game overall a lot harder
I hope he sees this, these are great suggestions
Melons and pumpkins are not pushable :/
Definitely agree on the last part about upgrades. It's reminding me of the DO2 cards a little bit...when showing off parts of the dungeon, Tango would often say "they're going to want more Clank block, they're going to want more Hazard block, they're going to want Jump Boost to use this shortcut." But in order to use such things, the player would need to 1) survive a run, which already has an element of chance because ravagers and hazard doors could force players into a dead end, 2) receive enough embers to afford cards, which is chance based from the artifact dropper and where embers appear from cards, and 3) have the card they want appear in the shop. That's a lot of chance.
Hungry Hermits isn't quite as hit or miss for getting upgrades, since you get at least two rolls of the dice at an upgrade (the first during the day if they are offered one they want and lock it in, the second being the end-of-day roll if they didn't lock one in) and there isn't a limit on the number of times any pair of players can run the game. But it's still chancy enough that any feature requiring a _specific_ upgrade will turn into a softlock for players who don't get that one.
@@dbseamz I don't think equivocation works for DO2 / Hungry Hermits, especially in that context since DO2 lets things carry over, you're naturally going to become more powerful the more you play
@@moonworks7517 yeah, that's a good point. It's definitely not a 1 to 1 comparison, I was only bringing up the cards because it felt like a similar "players will want to use this thing that they have no guarantee of getting" scenario.
Hey Tango - for the “start new day” sound, maybe a rooster sound would be fun?
Something to consider in regard to balance testing:
In Plate Up, a customer's patience resets when you take their order. So if you're struggling to keep up with orders, the best thing to do is take orders as LATE as possible, as it gives you a lot of extra time to prep food. In this game, that would translate to things like making food for hunger, doing farming, etc. I notice in a lot of the testing you've been doing, you're taking orders as soon as customers enter, which doesn't give the other person time to get in position to grab the order when it is called out.
You might even has players like Etho and Pearl taking advantage of this to gather excess ingredients and throw them on the floor in the farm, to avoid situations like running into the freezer in a panic. Maybe that's desirable, maybe not. That's your call to make.
At the moment, I don't think Hungry Hermits' patience resets when their order is taken, even though the armor stands lift their heads briefly. That would be a neat idea though, and could add more to the overall patience timer without letting the players ignore a customer for TOO long.
Idk why, but I feel like Ada may have had some level of effect on Tango… the sass and sarcasm with some of these instructions in the tutorial room is amazing 🤣
“Remote ordering terminal” is a little bit wordy, and it has nothing to do with the ordering terminal from plate up. You could shorten it to a “catalogue” instead.
If you extend patience and keep the time at which customers come in, that is a softer way of making sure that customers are served quickly enough.
Not sure if tango is still taking them but I have some suggestions that are more 'game experience' over mechanics per se
- The flood warning feels a bit unthematic; what if it was a kitchen smoke alarm -> sprinklers? Just renaming the valve room sign to "sprinkler off valve" and changing the sfx to match that kind of alarm
- The tunnel to the farm feels a bit oppressive and like a video gamey loading screen. If you hollowed it out as an extension of the farm room and replaced the door with a windy fence path, it would be mechanically the same (delayed by 5s; bypass by retracting middle fences down so you can take a straight line through, versus powering the door) but it feels like a coherent space and you're actively doing something instead of just waiting
- The backrooms at the entrance kind of blur into the main restaurant area because of the checkered floor; a couple blocks in the floor at doorways (sculk? Concrete?) could delineate the areas and make the actual restaurant feel more coherently defined
- It would be fun if you could see the time of day outside of the restaurant front door (light blue concrete and sculk blocks, piston swapped) and serve as an extra indicator of day-end
- Maybe the blocks that you stand on to start the game could be redstone lamps? It's currently a little ununtuitive, but "pressure plate on lamp" feels like an imperative to turn it on, you know?
Maybe the freezer can have a save spot in the back, to allow to warm up? So the penalty for missing is just time. Must be far enough back though, so that it still takes coordination to let your partner out of the freezer.
(still hoping for second half of Sunday VOD, but also, respect that you're rationing our content for the week. thank you so much Tango!)
@Tango you should use armor-stand magic to cover/block the tables that aren't unlocked and hide or reposition the blocker when you get the upgrade.
Edit to add: might be even better if the blocker is just a slightly higher "tablecloth" that covers the table setting (plate, spoon, etc).
One of the things I think you could do is a "Demonstration" kitchen- one of the big problems that you have is you need to tour each hermit beforehand to show them where the farm is and where the freezer is. Since you have a bunch of Redstone above the room, you could do a a button for Hermits to open the door, like a Tour mode so they can walk around the kitchen without feeling like they have broken anything. If you were feeling REALLY fancy you could hook up the existing buttons to do alternate outputs when in tour mode, so they can get like an audio tour as well.
I had another thought, but it is more for a Season 2 sort of thing, and I'd want to see what scores look like. But I had wondered if the scores are going to end up too similar, or players aren't going to feel enough agency about a run being a "good" scoring run or a "bad" run, since orders are random. I thought of a "bonus round" type thing every 4 or 5 rounds where you go out to like a "food Truck", that is a timed round instead of a failure round, where it just constantly queues customers for X amount of time. The truck doesn't have a farm or anything, it's just got lots of cabinets or buttons that drop the material and a cooking thing still, but the space is cramped instead of wide, so the challenge is getting around each other and moving around the tiny space. The goal being to serve as many customers as you can in the shortest time for the round.
I think somewhere in the game should mention that you should feed yourself with product. Maybe add a sign in the kitchen that says like "A hungry chef is an unhappy chef! Feed yourself as well as the customers!" You could do it as map art, and make it look like the sign from The Bear.
Currently I actually think that having more tables is curse rather than a blessing. I know we haven't seen late levels, but in none of the practise runs have we even seen a queue actually start, and from what I understand customer patience doesn't start until they hit the table in the restaurant, so the queue is actually a bit of a blessing, and decreasing the number of tables might make the first day feel a lot more doable.
Can the floods/random rats scale with the amount of days? Like having less than one of each a day on average day 1, scale up from there?
Also think since you added Dogstep, you might need to revisit the food spreadsheet. Baked potato for instance is now a 4 step process (Get dog treat, get bone meal, get potato, cook potato). Like Bread might be as hard as cooked potato (Get dog treat, get bonemeal, get wheat, put in crafter). Water Bottle is actually the easiest thing now by far. (Default its get bottle, fill from farm, come back)
Also thought about your Melon/pumpkin farm problem from last time. What if instead of it being a farm of both, you have a big farm for melons and a big farm for pumpkins, but to get into them, you have to activate a timed piston door . Or the player in the restaurant room has to do something to help you in (I.e. there's three levers that need to be put in a certain order, the code can be seen with redstone/copper lamps in the restaurant, and the code changes every like 2 minutes, so the person in the restaurant has to shout it out, or try and remember it and time it If you did it with copper lamps, you could turn the ones on in the restaurant off and on with random timers, and use that to power the door in and out of the farm, but to make it different to the freezer, make sure the player in the farm can get out themselves. )
For the carrot and potato barrels, if you want to keep the asthetic of the barrels you could just use the same stick/locks from Zed that you are using in the inventory and then once they take the carrot or potato that now empty slot could be filled with another stick/lock
11:51 Does anyone here know the name of the song that's playing in the background? I've been trying to find it for months 🥲
Edit: THANK YOU SO MUCH TO SORTFAAR3 FOR THE SONG NAME!!! 🤩 It’s Pierce by AGST if anyone else was like me, trying to track down the song for 5 months straight
No, buuuut I think most of the hermits use Epidemic Sound, maybe this can help your search? :O
@ I’ve never used Epidemic Sound ;w;
try "Pierce" by AGST ;)
@sortfaar3 THANK YOU SO FREAKING MUCH!!! 🤩 This was literally the best possible thing I could’ve woken up to this morning
@@HarmonyMoonbeam024 i aim to please
Tango, one way to balance the floods is the have way for the person in the valve room to let themselves out. That way you free up the second player a bit earlier.
Or add a second pressure plate in the farm area that can be used also, so you don't have to overbalance for the travel time.
I think the cooked meats should probably be a day 2 thing. There is actually a lot of running around involved with any of the cooked meats. Also, while 2 inventory slots seems fine for day 1 and 2, it seemed like 3 slots were needed for day 3 ... or counters
7:33 Hermits hate reading but in case of decked out they read and hopefully die less and get better cards
Instead of random rats, why not have an occasional junk item be dropped on the floor by the customers. The players can throw it in the bin to prevent the rats.
You should call the training room Orientation Room
Tango has great POO. Powers Of Observation!
Add a beacon that gives regeneration, early days but gets turned off later. May help balance your early days
This is so awesome!!! I cant wait to witness the choas that will be a Scar and Bdubs run! 😅
Omg the way the cat is meowing to the song is funny!!!!!😂 1:05:00
1:59:03 - To solve for this problem where players throw items through the door. Instead of using the water trough.
Maybe a fixed hopper under a slab at the door that isn’t redstone locked, so it’s always sucking items into it. So they can never do that.
And if you wanted to, could feed it back to the chest where they get all their carrots/beetroots from, to not waste those items and they get recycled back into the game’s supply chests. Or could even make it signal directly to the rat system, and trigger the rats, to discourage that kind of game play.
. SORRY TANGO,
I've just thought of this idea for content while you build your current and future games.
Set up alarms at entry points to alert you of incoming hermits. Pressure plates, tripwires and/or skulk sensors that trigger an alarm, or possibly traps. Could also add dispensers with rockets or other traps for an extra zing. Tip, if you include deadly traps disable the alarm for a few minutes (arrow/pressure plate for a couple of cycles), after they perish to induce further confusion as it won't fire when they return for their gear.
Keep up the great content ❤️
For rats, maybe every customer served, there's a small chance to summon a rat. Symbolizing messy customers.
The team with the winning amount of points for a season should name the restaurant for the following season, so everyone who plays are chefs in their restaurant!
"I like chef toes" -Tango
3:02:18 - OK I'll admit, before this very moment I was thinking "Tango's gonna have to go find his ender chest or get back to his storage and find a chest with some stone in it to fill those hopper clocks"
Imagine this with some cookin obstacles. Fires, lava pacour, I know its not the game Tango is aiming for but it be doable! I think 2 flaws need fixing: Skizzle and Tango moving in the same room to often, and Skizz walking with massive amounts of carrot in hes hand. The water bottle is genious.
watched the stream live, but im putting this up during my last hour of work lmao always entertaining.
hello tango, I just got my youtube wrapped and you were my most watched channel. thank you for these vods, they have such a good vibe always, keep doing you. waiting for the release of hungry hermits !!
The pro long game strat will be bulk producing carrots day 1 to make golden carrots, because both players have so much time day 1 and it’s still a relatively easy recipe for such a good food
In addition to the Upgrade tables available that may not come up, does it make sense on completion of Day 4 to automatically just add in +1 table?
Give a fourth slot for blueberries for the player to eat.
Glow berry, not blueberries
In my opinion for the Scores book... the following option C is best imo.
A) Best 5 scores
B) Best Score with Each Teammate (give 3 pages per Hermit)
C) The MAIN Score Book is ONLY for the Top Scores. Additional Books for EACH Hermit stored in Bookshelves for personal Scores collecting.
Also a random wild idea (no clue how it would be done) - adding achievements similar to your day 8 chef hat prize. Example: "successfully prevent X floods on day X"
Is it an idea to have customers occasionally drop "trash" after they've been served, so they also sometimes attract rats (are there minecarts under the restaurant area too?)? That way people can drop things in the farm all they like, rats will still occur and it maybe makes a bit more sense lore-wise than rats randomly appearing?
Tango a word of warning for Zed's Locks, use Sticks or some other non placable/edible item, Zed found that out the hard way. He used Dirt but kept placing it by accident and it lost it's tag and just became dirt.
Curious, what other items can be used? Sticks, Raw Ores/lapis (is that an ore?), ink sac.......
He already knows about that is is switching to sticks
@@caedis_ Ok Thanks 👍
Keep the same system for adding one potato and carrot to start the day but that one item gets added to the dropper that is then activated with a button press. Then they can only get one carrot/potato on demand.
Just an idea regarding the flood warning alarms being too frequent: have two separate timers but only one's active at a time and use a latch to alternate between which to use. This would allow for them to still happen frequently but with the full duration.
You could always put the minecart pickup underneath the hallway to the farm. That way there’s a chance that the items you throw through the door get picked up? Maybe you could also make those “rats” more frequent?
You can tell they're from Arizona from all the screaming in the freezer.
This was so fun! I've been waiting for this VOD!
I could be off and behind, but what is the point of the island counter top in the kitchen area?
Since you already have three noteblocks, maybe you could use a pig head, chicken head, and cod head to differentiate between the freezer products.
is patience adjustable by day?
make patience increase with the days, it can appear to make game easier, but as you said at some point, customers outside are a problem too
Hm, about the issue with serving customers with only little time in between: Maybe chat can track how often this happens during testing?
I guess in early game days the issue may show up more often than 1 out of 20. If there is a second carrot or beet then Hermits will proudly feed both and may loose...
Maybe the cart with the scores should only leave on the start of a new game, instead of when players leave the room? There should be enough time between pressing the new game button and standing on both pressure plates to get that cart out of the way
Honestly 57:01 I'm surprised no one thought of a lectern wall with a sign per lectern so it's a book per hermit, 👀
The one top score book could still be a thing. Then the hermit could decorate around their lectern and pick a new sign color if they wanted 👀
I think several people suggested this and it was acknowledged by Tango in an earlier stream
having day lights that turn on during the day active would be wonderful cuz then when the lights go out the day is over.
What about putting a pressure plate in the barn all hooking up to the flood system door, so in the even that teammates are seperated there is still a chance to open the door. Still keeps it chaotic because it forces the players to mix up who is opening the door and who is turning the valve, dropping what theyre doing in that moment
A tutorial mode or beginner mode would be good for learning hermits. Possibly increased patience and / or extra inventory slots recommended for the first few attempts. But tutorial mode can not contribute toward a high score and can only be used a finite number of times.
You mentioned players "wanting" a specific upgrade by a certain day, which I'm not sure is a good idea with the way you've got upgrades set up right now. Hungry Hermits upgrades aren't quite as chance-based to obtain and use as DO2 cards were: you're guaranteed the opportunity to use at least one upgrade per successful day, instead of the risk that you'd come out of the dungeon without enough embers to buy the cards for sale after maxing out the Common ones. And there isn't a limit on the number of times any pair of players can run the game. But it's still chancy enough that any feature _requiring a specific_ upgrade will turn into a softlock for players who don't get that one.
tripwire instead of pressure plate for farm door?
Day counter in the lobby could be a good feature here.
Hey Tango, 1:36:37 i didnt finish video yet maybe you already solve it , incase u didnt i think repeaters must be at 2 tick . Observers sending quick singal as you know i dont know the whole system but it looks like the problem, good luck !
Now that table upgrades are even more valuable and debatably required. What do you think of giving teams a set number of rerolls for upgrades at 100% and after they’re used them have rerolls at 33%
I've been using an Asus pg42uq OLED for about a year now, it has the same panel as the LG C2 but with monitior features. There are some build in safety features and a pixel cleaning function. I play Minecraft and havn't had any issues with burn in. I use the monitor when I'm working from home so that's a lot of white windows open for 8-9 hours a day... It can be a problem under the right conditions but it's totally worth it for the colors. My PC is a 5800X3D with a 4090 and it handles 4K120fps great in Minecraft with shaders.
If the flood and rats happen at the same time, the rats land in water so are way harder to deal with. Not sure if that's intentional or not.
a man, not gonna lie, today i was secretly whishing for a new satisfactory vod, a well guess i have to wait (pitty i can't play the game myself, my computer cant handle it 😅)
All that water moving at the end and i was just thinking maybe if rats happen with exterminator the delivery had rats
1:05:53 "all in there"
>.>
I know there was a mention of "someone missing" there trying to get a comment from Tango.
i genuinely think wels is missing from the book tbh, as far as i’m aware he’s still a hermit and i didn’t see his name in there 😂
@@emmelinepngwels was there
@ he is.. not sure why, though he hasn’t been on the server in almost 120 days..
yes he was! for grian's tour ...
Reminder to add a 'reset/stop the game' button. "But it will never happen!!" Yes it will, happened last stream, happened this stream again 1:13:10 . Tango, please just be reasonable this time and think ahead by fixing a problem before it becomes a maintenance nightmare.
1:18:10 was an absolutely hilarious Tango moment. 😂
2:09:44 he very much left the game 😂
I thought the point for the ordering terminal sound was so that you know that it's processing while you stand there waiting not here's the item. Can't really fault him though 20 million thoughts going in your mind and trying to keep them straight
OLED monitors are amazing
You need to abruptly shut off the rest of the music when the game ends so the player hears only the plates crash and it doesn’t get drowned out by all the other audio ques
The ruffling through keys noise should not play if a player is holding the door open for the other player
Suggestion is probably too late, but I think the non-random rat event should drop current customers patience by a certain amount
You should commission joel’s recording studio to record your tutorials
I think the flood is way too disruptive, since both players pretty much have to drop everything immediately. Especially if someone has to make a round trip from the farm, too much lost time just stacks up if you get multiple floods in a single day. IMO the flood should only happen once per day max, or at least be a lot rarer.
There could maybe also be some kind of preemptive action players can take to reduce the risk of flood. For example if players turn the valve before the arooga goes off (“doing maintenance on the sprinklers”) it reduces the chance of the flood happening that day. That would add something to do at the beginning of each day and give players a tactical decision between preparing food and dealing with the sprinklers
There's almost a hermit name representing every letter of the alphabet. Very few letters not represented