Hey, Node Farm dev here - thank you for playing my game! You did a great job explaining this game on your video (even better than myself) - it could be a reference video on how to play it :D I made a few critical mistakes with tutorial and explaining mechanics (fixing it right now) - so it is nice to see that you didn't have any major issues while playing :) I will be experimenting with a different veggie market pricing model - to not be random but related to supply and demand based on what you are selling. It should fix the problem with keeping the same price too long! For the final release: I am planning to add much more content (like livestock, fishing, mining etc - things that you usually see in this kind of games), new ways to play and making builds (btw - you can select 1 of 3 islands to buy with different nodes to unlock - it was not clear in the game), metaprogression, multiple playing modes (like sandbox - do what you want; cozy - without taxes; survival - you lose when you won't have money for taxes), mods support and online coop. As it is a roguelite, I will be focusing on replayability and unlocking new features for next runs. Thanks again for playing! I hope that you liked it! :)
What's the point of requiring player to manually connect buff and multi-click nodes? Maybe it wasn't explained in the video, but I didn't notice any reason NOT to connect everything in the vicinity of them (aside from visual clutter). If there are no other drawbacks I feel like they should just have an AoE instead. Also, progress bars should not be hidden by nodes in front of them.
@@HYBRID_BEING yup, I have it on my list :) it started like that because it was consistent with nodes connection mechanism, but I got a lot of feedback about it and I am going to change it to aoe. Thanks!
@@TAnima Yeah, I see the logic. You probably can leave connections for something other than recipients, like "buff aggregators" and other nodes designed around clicking (I guess there would be other nodes, aside from multi-click, right?).
@@HYBRID_BEING there are a few nodes now from the multiclick category - buffs that makes them more efficient (buffs are separate for farmers, wells, clickers etc), autoclickers that auto clicks other multiclickers and advanced multiclicker which also clicks other multiclickers (multiclicker clicker). I will be working on multiple different builds so player can choose their own playstyle and add more to the existing ones :)
I really like how you play. It was relaxing. After watching few youtubers with chaotic playthroughs I appreciated how you actually read the hints xd Would love to see more content of this game from you in the future, for now I'll be picking up your other videos c:
Seems to be the case throughout the whole playthrough. Not sure what is the penalty aside from losing whatever money you have. UPD: looking at dev's comment, this seems to be just an artificial slowdown, and might be changed by different paying modes in the future.
There's a tip that pops up in the tutorial that says that you should spend all your money before taxes because if you don't have it nothing happens. It's not very good design.
A Scotsman playing a game about growing vegies, talk about going against a stereotype... It's fine for me to comment as I am half Scottish and got permission from my Scottish Aunties, lol....
Hey, Node Farm dev here - thank you for playing my game! You did a great job explaining this game on your video (even better than myself) - it could be a reference video on how to play it :D I made a few critical mistakes with tutorial and explaining mechanics (fixing it right now) - so it is nice to see that you didn't have any major issues while playing :)
I will be experimenting with a different veggie market pricing model - to not be random but related to supply and demand based on what you are selling. It should fix the problem with keeping the same price too long!
For the final release: I am planning to add much more content (like livestock, fishing, mining etc - things that you usually see in this kind of games), new ways to play and making builds (btw - you can select 1 of 3 islands to buy with different nodes to unlock - it was not clear in the game), metaprogression, multiple playing modes (like sandbox - do what you want; cozy - without taxes; survival - you lose when you won't have money for taxes), mods support and online coop. As it is a roguelite, I will be focusing on replayability and unlocking new features for next runs.
Thanks again for playing! I hope that you liked it! :)
What's the point of requiring player to manually connect buff and multi-click nodes? Maybe it wasn't explained in the video, but I didn't notice any reason NOT to connect everything in the vicinity of them (aside from visual clutter). If there are no other drawbacks I feel like they should just have an AoE instead.
Also, progress bars should not be hidden by nodes in front of them.
@@HYBRID_BEING yup, I have it on my list :) it started like that because it was consistent with nodes connection mechanism, but I got a lot of feedback about it and I am going to change it to aoe. Thanks!
@@TAnima Yeah, I see the logic. You probably can leave connections for something other than recipients, like "buff aggregators" and other nodes designed around clicking (I guess there would be other nodes, aside from multi-click, right?).
@@HYBRID_BEING there are a few nodes now from the multiclick category - buffs that makes them more efficient (buffs are separate for farmers, wells, clickers etc), autoclickers that auto clicks other multiclickers and advanced multiclicker which also clicks other multiclickers (multiclicker clicker). I will be working on multiple different builds so player can choose their own playstyle and add more to the existing ones :)
I really enjoyed it! Thanks for making a great little game
I really like how you play. It was relaxing. After watching few youtubers with chaotic playthroughs I appreciated how you actually read the hints xd
Would love to see more content of this game from you in the future, for now I'll be picking up your other videos c:
dude, as a perfectionist, i was stressing out throughout the whole vid...
This game looks really unique. I'm glad you uploaded it!
Thank you, Comrade Dictator Potato, for giving his republic ample potatoes, and other food sources. We appreciate you, Comrade.
Ticks most of the boxes, will grab it soon
20:49 WALTUR
@27:18 you need 2000 coins to pay the tax, you don't have it and after the deadline you can still play, how?
Seems to be the case throughout the whole playthrough. Not sure what is the penalty aside from losing whatever money you have.
UPD: looking at dev's comment, this seems to be just an artificial slowdown, and might be changed by different paying modes in the future.
There's a tip that pops up in the tutorial that says that you should spend all your money before taxes because if you don't have it nothing happens. It's not very good design.
WHY DO YOU SAY EVERYTHING TWICE SAY EVERYTHING TWICE!
WHY DO YOU SAY EVERYTHING TWICE EVERYTHING TWICE!
@@orbitalpotato
Im gonna move things around * smacks lips * im gonna move things around
A Scotsman playing a game about growing vegies, talk about going against a stereotype...
It's fine for me to comment as I am half Scottish and got permission from my Scottish Aunties, lol....
Turnips or riot!
👀
Does the big red arrow in the thumbnail mean i need to click on this?
Yes! ;)
You should click on every single Workers & Resources (among every other OP video) series, starting with the first.
It will be so wonderful for you.