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Very good graphics & unique conception!

<3

Deleted 267 days ago

<3

I bought this game a couple of days ago, and I've already spent a number of hours on it. I was so delighted that first time I put a greenhouse down and got that burst of green coins. Such a cute game that rewards you all along the way. I really needed something environmentally positive. :D

:D wonderful

When I click zen mode it doesnt do anything?

Hey :) it just makes it so you don't get a score at the end

I mean like when I click the zen mode checkbox it stays empty

Should be fixed with the patch I just posted!

Deleted 40 days ago

Brilliant! Thank you :)

(+1)

I love the idea and would love to be able to play it, but it doesn't show up properly on an ultra-wide monitor.  There's no screen resolution settings, and it looks like the vertical height of screen elements is based on the width of the screen - so everything runs off the top of the screen.

(+2)

Sorry we overlooked this! Until an update's released that has better resolution-independent support, you can run the game using command line parameters to force a 16:9 (windowed?) aspect ratio.

(Whenever I do this for something I might use often, I make a shortcut to the executable and the command line parameters to the shortcut's properties.)

e.g. TerraNil.exe -screen-height 1920 -screen-width 1080

(+1)

Thanks!  It looks like the width and height are switched in the command below, but it worked.  (FYI - it'll still use the previous full screen/windowed setting, but Alt+Enter toggles that fine).

I knew there must be some way to make Unity use a particular resolution, but was not finding how for the life of me.

(+1)

I absolutely love the artstyle and the gameplay is fantastic!

Thank you :D

(+1)

One of a kind game, the graphics are fantastic and the gameplay is engaging.

<3

I liked the vibe of this game, and the learning curve was hard enough but not too steep. It turned out to be a puzzle game more than a resource/automation management game - I got some happiness when that light bulb when on for me.

After I figured the basics out, though, I didn't see much reason to continue. It needs a little more complexity or new challenges to keep me coming back.

Thank you, and that's a fair point, we're working on it :)

(+2)

This game is fantastic! I especially love to watch the scene once the game is won and all the machinery is cleaned up. Are there any plans to allow revisiting previous maps? Perhaps combined with a high score system where clicking the score would load the reclaimed map.

Interesting idea, thanks :)

(+1)

At first it looks way to easy, but when playing it is atleast a bit of a challange (played only first two stages). I think there is enough challange in this game, and im intressted in to where it wil go.

One thing: The mainmenu GUI is not working properly on my 21:9 aspect ratio. No problem in the game itself, so not realy important. But a GUI scale option would be nice.

Keep up the Great work
- P

Thanks for the feedback, pleased you are enjoying it :)

(+2)

Really enjoying this game, it's a twist on the usual "city-building" simulator and creating a landscape is really satisfying.

A couple of queries: I noticed that the waterways dry-up when the pumps are recycled which seems a shame and surely impacts on delivery and transport of the recycled equipment to the rocketship. Is there any way to prevent this?

(+1)

Hey Zagrebista, this is actually intentional, you're supposed to leave the water pumps until last and try not recycle them :)

Thanks! :D

I've hit another stumbling block - on the "mountain" stage (the third one) I can't seem to raise the biomes percentage over 29% (40% is needed to advance) even though they're clearly covering over half the map and all three biomes I can build have a tick on their creators.

Deleted 4 years ago

There's a bug on the mountain stage where the game wants you to make wetland. There is not supposed to be any wetland on the mountain stage. Sorry about that, the only fix I've found so far is to restart the map :(

(+1)

Ah, okay. Hopefully that'll get ironed out in a future update (I know it's still in development). Am enjoying the game a lot, so can live with re-starting the map. :)

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Playing it again, it seems that when you quit to the menu then continue the saved game, it changes from three biomes to four, so the issue seems to be with loading saved games.

(+3)

*reverse factorio*

Android version?

Not at the moment!

is it planned

Not right now but that could change in the future

(1 edit) (+1)

I was really enjoying this game, up until the mountain level. I don't know if I'm just being stupid or what, but there just aren't ever enough trees to create all the flower fields required.

I struggled with this too! After only just beating it, vfqd told me about a strategy that makes it significantly easier. I don't want to spoil it for you if you want to figure it out for yourself though!

(+1)

Please do tell, I have absolutely no interest in slamming my head against this wall anymore.

You only need a small piece of fynbos to start a fire, so if you plan your excavators so that they either just cut off one tree, or that a tree creates fynbos across a river, you can use that little piece as a firestarter for forests while keeping all of the rest of the fynbos for biodiversity.

This way you're not using up the existing trees for forests, and any new trees that you get from the Arboretum can also potentially be used for beehives.

Another possible approach I've found to work is to leave unscrubbed wasteland around the edge of the tiles that will become forest, then build new scrubbers/greenhouses on the margin around the forest after the placing the arboretums. You need to plan ahead a little to make sure you can actually get power to those parts but otherwise its quite simple and can give quite a lot of tiles for fynbos.

(+1)

I really love this game. It is clam, relaxing & addictive. 

(+1)

Thank you!

(+2)

Found this while exploring itch.io, I love it, really calm an relaxing, ultra light and really adictive, beautifull pixelart an art style, i´m just on stage 2, but it really catched me up

(+1)

Thank you :)

(4 edits) (+1)

The UI is broken on ultra-wide screen (3440x1440) for the panel where you choose terrain in main menu. Top bit of it is not visible as it is off screen. The "Welcome to Terra Nil" has the "0% of 50%" circle over the text, again probably cause of the alignment. Popup/tooltip for the bottom-left circle, again off-screen.

You need to test the game against ultra-wide. In Unity you can add new resolutions to test in the aspect ratio drop-down in game view.

More and more people have access to these kinds of resolutions so you need to either add support for it or you need to lock the game res to aspect ratios you designed for so that we have black borders on sides when game will not work well on ultra-wide.

You misspelled "could" a few times. Other than that, pretty legit.

Seconded! I would love to fully explore this game but cannot

(+1)

Sorry we overlooked this! Until an update's released that has better resolution-independent support, you can run the game using command line parameters to force a 16:9 (windowed?) aspect ratio.

(Whenever I do this for something I might use often, I make a shortcut to the executable and the command line parameters to the shortcut's properties.)

e.g. TerraNil.exe -screen-height 1920 -screen-width 1080

(+1)

Hi. I'm trying to play on OSX, but the downloaded version says it can't be opened. Can you help me with this? 

(+1)

Ditto. I copied Terra Nil into applications, and double finger-clicked to open the menu, went to "open", and a "can't be opened" dialog appeared.

(4 edits) (+1)

From what I understand, catalina has some weird permissions issues running unity games.

If you change the permissions it should work. Try running this command in the terminal in the parent directory of the app


sudo chmod a+x "Terra Nil.app"/Contents/MacOS/*

(+1)

I'm have the same issue and fix said that's the files not found

(+1)

Hi mac folks, finally got a mac to test on today. I got the command a bit wrong before, it's actually:

sudo chmod a+x "Terra Nil.app"/Contents/MacOS/*

Make sure to run this in the same directory as Terra Nil

I'll edit my previous post to be correct as well :)

When I run the command it says "no such file or directory," what do I do

think the game has softlocked because I'm at stage 3, and the game says I'm 65% of the way through recycling... but there's absolutely nothing left. At all. 

Deleted 4 years ago

Damn, sorry about that! That definitely seems like a bug. I'll check it out. You might need to restart the map, sorry!! :(

fair enough, thanks for the quick reply! game is otherwise perfect lol

(+1)

Beautiful, relaxing, and with a surprising amount of depth. Absolutely love it.

Thank you!

(1 edit)

Not sure if you're aware of this, but when you try to launch the game on Windows 10 it throws a Windows Smart Screen error and tries to prevent you from launching the game. I've done a bit of research after encountering this error before, and it's apparently a problem with Unity games that have a custom icon. For some reason Windows flags the icon as a security risk.

EDIT: This Unity forum post describes the issue. https://forum.unity.com/threads/unity-5-the-digital-signature-is-not-valid-when-...

Thanks, I'll check it out

waterpumps are a bit glitchy when you use the undo button, i've watched my riverbeds fill up more than they ought to be after an undo before.

adore the game. i wish there was an option to start from latter stages of restoration when replaying a level - with like, maybe suboptimal map states for balance? i've been stuck on mountain for ages and am considering going back to floodplain baby land so that i can see all the charming animals again.

Glad you like it, and thanks for the feedback!

This is a wonderful game, the most incisive take on builder mechanics I've seen. A few bits of feedback, most of which echo things other players have said:

* Resource-based failure detection has a pretty reliable false positive when building a greenhouse near 0 that nets you enough to keep playing. See attached screenshot below.

* I'm finding I often run out of trees before I reach the pollination goal in phase 2, and the game doesn't offer any guidance as to how I can build in this or the prior phase to avoid this. All the other mechanics offer pretty clear built-in learning experiences like, "arrange your rivers and wetlands carefully to contain fires", whereas I don't really know what I can do to earn myself some breathing room for the tree+bees goal. It's possible I'm missing some point of strategy here though.

* The "continue" button on the game failure dialog doesn't seem to do anything.

* The "exit" button should ask for confirmation, and/or its caption should be amended to clarify that it means exiting the game entirely.

Thanks for the feedback and I'm glad you're enjoying the game! I've interestingly found beehives to be the easiest in testing. Maybe for the purposes of your playthrough, try placing them before doing a burn or the hydroponiums. But in a more general sense, I'll think about your feedback and how I can incorporate it, thanks!

can't run in linux, why?

Hi there, what error are you getting?

The game doesn't work even though I set the permission,didn't popup anything

Hey, try installing the game through itch.io app. I'm using Manjaro KDE, the game is running fine.

This is such a beautiful concept for a game and you've executed on that concept wonderfully. 

Thank you :D

(1 edit)

beautiful pixelart, relaxing music, and a surprisingly amount of strategy involved. overall a very nice experience. i also really like the emphasis on cleaning up after the restoration. great work, vfqd!

(+1)

Thank you so much <3

Hello there! Great game so far, however, I have trouble accessing the full UI. I'm on a 32:9 screen (bit niche, I know). Is there a way to start it in 16:9 windowed mode?

(+1)

Haven't tested on any other operating systems, but as a workaround, the game respects the Unity standalone player command line arguments on Linux (I use them to launch in windowed mode) https://docs.unity3d.com/Manual/CommandLineArguments.html

The relevant arguments are -screen-fullscreen, -screen-height, -screen-width

(+1)

Ah thanks for pointing that out! Can that work for you @secretstage?

This worked perfectly, thank you both!

(+3)

My beautiful Island is complete!! <3

Fantastic!!

(+2)

Hello, devs! Are you planning to translate your beautiful game to different languages? If so, i'd like to help you with the translation to Russian language. 

Thanks for the offer! :) We're not sure about translation yet

(+2)

What a nice game! I like it. I'd been looking for something non-violent :^) I'm having trouble with saving, though :^( I can't click 'continue' after reloading the game, even after completing the first stage, and if I 'return to menu' and then re-enter a stage, all my progress is erased. Help??? Thanks!

That's strange! I'll look into it. Sorry about that!

No worries, thanks! Btw, in case any more info is helpful, I'm playing on Linux and basically just dumped the game files all in one place and am running the Terra_Nill.x86_64 executable directly in the terminal. Also, I think after playing a bit longer, the game is correct saving that I have completed level 1 even after I re-load the game, and while I'm playing the game, I can return to menu and then hit 'continue' to pick up where I left off. However, if I re-load the game before completing a level, that's where I seem to not be able to hit 'continue.' Best wishes with your game.

(+2)

Quite enjoying this game. Would be good if there was a windowed mode, though.

Thank you! And thanks for the suggestion :)

See the above comment for running the game with unity command line arguments to launch in windowed mode <3

(+2)

Oh hey, you used my friend's idea for different sets of Stage 2 biomes per map! Cool!

It's great to see the progress from version 0.3 to 0.4, kind of like the sense of growth while playing the game itself :)

A minor observation - on the earlier maps, once I get to Stage 3, if I have enough money I'll skip directly to fixing the weather and avoid all the cargo shipping. Which is a shame, I like the cargo boats and the stages of cleanup; I played a recent game and used them just for fun. That might be because there's too much money, but I'm not sure that should be reduced. Instead, maybe gate the weather systems behind 50% rocket completion? That makes them basically a separate stage, though. I dunno, just throwing an idea out there.

I saw a previous person request additional replayability of some kind. That seems like a sensible idea, although I don't know how you'll do it. But, hey, before playing this game I wouldn't have imagined an environmental city builder either. As a random idea, maybe on some levels you have to generate power in other ways from wind turbines? Solar panels? Geothermal vents? Water power? No idea if that's the right direction to expand towards, though, and I love the interactions already.

(2 edits) (+2)

Minor bugs

- Only one conveyance port can be connected to the rocket pad, which caught me by surprise once on the Peninsula map. 

- For some reason, when undoing a move sometimes the water pumps will spread water out further than before undoing the move. Not sure why or how to reproduce it -  might be related to putting water pumps on elevated ground? 

- If you put a Dessicator on a single tile of fynbos, with no other fynbos within range, the Dessicator is destroyed and turned to ash, but no fire starts. Also, the nearby Solar Amplifier will leave a continuous ray of light pointing at where the Dessicator was.

(+1)

Hey! As always, thanks for your wonderfully detailed comments :)

Yeah we found that changing the way the tier 2 biomes are introduced really helped the difficulty curve :)

It's not necessarily a problem if you can go straight to restoring the weather if you know what you're doing. It's not going to be that easy for first time players. But we'll think about alternative ways to gate it.

We're also interested in exploring other power options like you mentioned, more on that another time though.

As for the bugs, thanks for those! 

Glad you've been enjoying the game and hope to see you around some more <3 

(+2)

First off, I have greatly enjoyed this game, and have but roughtly 6 hours in so far.

There is one thing that is slightly annoying, even though it is my fault - a few times now I have finished a map and hit "exit" which takes me back to the desktop, when I intended to go back to the menu. This is my mistake and a mild inconvenience, but I notice that my games do not save when I do this - the map is as if I never played it. I was somewhat surprised the game did not save your state when the requirements for the map were finished.

So glad you're enjoying it! Thanks for the bug report :)

(+1)

I just played this for so long. I LOVE this game. 

(+1)

<3

(2 edits) (+1)

Great game! Makes you think while not being super stressful, and the visual/sound design is very good!

However, I seem to have run into an issue on the 2nd stage, where the building that (I assume) would allow me to place/create an arid biome is just... Not appearing in the buildings tab? It's a very vexing problem, as I see it in others' screenshots. 

10/10 in all other aspects though!

ETA: Closing and restarting the game knocked it out of it's mild fuge and allowed progression, so I'm left assuming the building was just not needed for that stage.

In version 0.4, the developer changed things such that different maps require different biomes. So, you might not see all buildings and all biomes during stage 2.

(2 edits) (+1)

This game got me hooked for hours, and still counting! It is generally relaxing, the music and ambience. The changes in the environment as you do things is amazing. Tier 3 is gorgeous! Everything is beautiful, and I'm in love with this game!

However, I have found a bug where recycling drones do not return resources/currency from beacons when the delta of the beacon is less than or equal to zero. (The number shown above the beacon before placing it)

This has caused me to lose what was seemingly a winning round, because I did not get refunded the resources from recycled structures.

That being said, please keep up the good work!

Edit: Additionally, some hitboxes tend to get hidden behind cliffs; for example, I can't place a beehive on a tree that is right behind a cliff.

Managed to clear the game on Normal, with a final score of 25707. I might try Hard mode sometimes...

(+1)

Thanks for the feedback! So glad you enjoyed it :D

(+1)

This game is stunning in its simplicity and (now) balance between relaxing and strategy. I also love that the maps are dynamically generated, which adds to replayability! This is honestly one of my favourite games on itch, and I can't wait to see where it goes from here.

Constructive Criticism:

I do second TemplarFreak's note about the fyrnbos, I've definitely had to restart a level because there weren't enough trees. 

I also think that the green color for the outline of valid tiles and the text makes it blend in to the point of illegibility--maybe a yellow would be better? 

(2 edits)

Not sure if they're concerned about this, but yellows and reds should be avoided in a use-case like this because they're less colorblind accessible for such a vital feature. They also don't really satisfy as much as a green or blue. I don't totally subscribe to the theory that colors have a heavy impact on how you play and how you feel while playing a game but I think there is some merit to it.

Thanks for these points you guys!

(+1)

Really enjoy this game, great vibe the later tier takes a little getting used too (get the weather system going asap or you'll go bankrupt) Feels a lot like 'islanders'. But I can't progress past the mountain as, my native resolution is not supported and the play button is off screen(ultra wide 3440x1440). 

Sorry about that! Glad you enjoy it :)

(2 edits) (+1)

This game is really solid, but I think a few things are really holding it back. It could do with some speed controls and a bit more consistent world generation. The Fynbos biome is also tricky and a pain in the ass to work with. Some kind of automatic failure detection would also help a lot. A way to restart the map immediately would be a nice addition. I do have a few balance complaints with the game, as well.

At some points on that last level upwards of 40 to 50% of the land would be completely inaccessible. This is due to some of the land spawning as tiny islands. There is also a lot of water. That makes it EXTREMELY tight and a MASSIVE difficulty jump. Under some circumstances, this can also make it impossible if you make a single mistake. You won't be able to reclaim land from burnt buildings, so you won't be able to achieve the right biome balance.

Speed controls would also be nice for when you're waiting for the drone to move around or for rain to start. It takes quite a while for that drone to move around a big map, and rain seems to be on a reliable cycle but a long one. If you want to maximize points by relying on rain, it takes a long time. So if the game could speed up, that would help both of those a ton.

Next, the tree distribution is pretty unreliable. A good distribution would have most of the map covered. Most of the time, that's not the case. This makes working with the Fynbos Biome a lot more tricky than seems intended. It's such a vital and fundamental biome, it seems like it should be more accessible like Wetlands. You have to be very careful to create tiny forests by building an Arboretum while a fire is still burning. Due to that, it instead becomes the hardest ones to meet that coverage goal.

The failure conditions are a bit obnoxious. The game doesn't seem to have any way of detecting if you're in an unwinnable state. On top of this, with no easy and quick way to restart the map, this becomes tiresome pretty fast. There needs to be some way the game communicates to the player better about this. Or the game could have a handier restart function, that doesn't need exiting to the main menu.

What buildings are available can also be a tad strange. Like, Conveyor Ports and Deconstruction Pylons. Why do these need to exist? They seem to only kind of pad the game. If Steam Plants, Hangers, Beacons, and Seed Launchers were cheaper, there'd be no point to them. They seem to only provide you with a way to build money back up in the event you exit Tier 2 with only a few hundred points. This would not be necessary if these other Tier 3 buildings were cheaper.

As for as bugs go, the game is pretty solid. I only found a few. One is due to the isometry of the game. Trying to place things behind cliffs, for instance. The only other issue I found is that sometimes fields will regenerate themselves. Using undo after you've placed a Toxin Scrubber, the fields it cleaned sometimes stay cleaned. I definitely abused this on occasion, it was rarely handy but it did help once or twice. There was very minor UI problems too, but they were very few and far between and not very problematic. They may not even be worth mentioning, as I kind of only stumbled across them by accident.

All that said, those are pretty much my ONLY complaints with this game. There is a lot of clever ideas in here. For instance, with how biomes appear naturally distributed. Simply due to the game's mechanics. Fynbos on the outskirts of forests, wetlands that cluster around rivers. The base generated world having rivers that usually flow from high elevations. Rocks that tend to coalesce around the riverbeds due to your water wheels. It all looks pretty right. The only weird thing is arid plateaus. There should instead be proper rain shadows. I guess that would be too time consuming and resource intensive for the goals of this game, though.

It is also very mechanically satisfying. Other than the few problems I've mentioned, this is a very refined and robust city builder, with a very neat twist. One that I haven't seen exactly before. If this were made into a fuller game or had a more realized sequel, I would definitely buy it. Especially if it had a more roguelike stylization to the gameplay. Where there would be a reason to play it over and over again, because I kind of already want to. There isn't good enough reasons as it stands to do that, though, which is disappointing. I hope this game sees a lot of success. It definitely deserves it!

I've been a bit intimidated about the length of your comment so I haven't replyed to it for a while, sorry about that :D

I agree that the top end of the maps are probably too difficult, and that simply having less available space is not the best way to tweak difficulty, it's something we're aware of.

There is an automatic failure detection system but it's been overly enthusiastic in the past so I've dialed it back, maybe too much.

Speed controls are a fair point as well.

It's interesting to me that you have struggled with the fynbos boime, maybe it's something we need to look into. With our playtesting, the starting trees are almost always enough to get you most of the way there to completing fynbos. I can also look at tree distribution.


The earlier tier 3 buildings are supposed to introduce the idea of recycling and allow a more gradual understanding for new players (they only have to deal with a few buildings once they reach tier 3). Tier 3 is kind of trivial though so it might be something we look into.


I'm really pleased to hear you found the game so mechanically and visually pleasing. We've really put a lot of time and love into those parts of the game, so hearing that players can see it is awesome.


Thanks so much for your feedback, I hope you continue to enjoy the game and I see you around in future <3

(1 edit)

Sorry for such a long post, but I just had a lot to say. 

At some points, it almost kind of feels more like a classical RTS with a city builder twist just because of how satisfying the "sprawling out" nature of the game is kind of reminiscent of Zerg Creep or Command & Conquer. You odn't normally see this kind of restricted land usage in a City Builder, they usually just let you go full nuts with it and expect you to know where to place things. I think that also makes this game pretty accessible but with a lot of room for players to make their own decisions on the fly.

For Fynbos I don't think it's necessarily that there aren't enough trees, its the distribution can be wacky sometimes. On pretty much all the times on that last level that there were tiny inaccessible islands, there was at least a tree on one of them that could have been on the mainland. Sometimes, trees will also get a bit clustered instead of spread out across the map. Those tend to be the biggest problems, and a few times it made one or two whole corners of that map completely inaccessible normally without tricky and clever timing with arboretums.

You could literally only have like, 4, or 5, trees on the entire map and as long as they are all in the right positions that's more then enough. That could also provide another way people could make a different kind of pleasant-looking reclaimed wastelands, by having a thin stretch of forest that goes everywhere instead of one big cluster.

You can use toxin scrubbers to clear ash after a fire, that makes fynbos a lot easier to get

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