4 things would be great: Firstly a tutorial, and maybe an explanation manual or I am stuck manual. Second would be a menu to play game, save your save files. The third thing would be ideal - settings. It would be cool if the frames to upgrade the campfire could show what characters show, if you are missing them, they pulse red. The last and fourth thing is maybe in the full game - npcs. That's all
It would be nice to be able to save progress. These runs take a while, and I have other things to do. Also, this game is a little frustrating to figure out. Once I figured out the core loop, it became more fun.
Very fun! Would love to see some of the fixes listed here, but I imagine those will be done with the steam release. Some extra stuff–like 1-2 new resources or biomes–could be a nice way to flesh out the final game, but simplicity is key! A way to send workers to resources could also reduce wait times and add a little multitasking. But again, simplicity is key. Apart from that, it might be nice to have a minimap to how things have scaled. Overall, it’s really fun and everything scales quite nicely. Looking forward to the steam release :D
I immediately crashed the game accidentally, what I did was start the game, follow the arrow and while auto scrolling to the fire I was holding down click, it clicked the fire and before the little dude could jump my mouse moved off the fire, the little dude jumped then the screen went black, I tabbed out of the game and saw an error message. hope this helps
one change I would make is when your trying to build/destroy something it prevents items that sootlings are carrying from being destroyed, cause I destroyed a couple pickaxes from doing that accidentally.
for a game made In just 72 hours It's very well made. I love the simple yet relaxing progression towards making the fires grow bigger and stronger, as well as seeing just how far your colony has grown. however I have some issues involving game play. 1) you can't save. while not a big deal for a gamejam game made In 72 hours It's still a problem, especially with crashes happening at times
2) you can make the blobs drop things. this alone Isn't a big deal (though It's a waste of both the resources and blobs to do so) the problem Is the way you do It Is the same as doing anything else (holding left mouse) and with everything but the fire blobs and blobs crafting stuff being droppable It often leads to Important resources being dropped by accident while commanding something to be done (the windmill being a prime example)
3) there's no info on anything. whether it be what a house, a farmer, or anything you build actually does. how many resources you have or where you get them. or even If you can actually build something or If a blob Is just being slow. the game just doesn't tell you and It can dampen the fun.
4) The blobs are really slow and prone to getting stuck. It's not too problematic If they're nearby but If blobs from another fire nest Is called then a LOT of time Is wasted just trying to get wood and It's worse If many blobs are needed or If a wall of trees are between them.
Regardless, the game was joy to play despite my issues and I look forward to the steam release. 7/10
I dont think many people realized this, but the pickaxes can be spawned after you destroy the rock that has four different sections on it. Loved the game, would love to see names built in for the different little dudes.
I really enjoyed this game! Enough so that I made sure to wish list it on Steam once I finished making this video!!!
I loved the design and soundtrack! The control scheme was very interesting! I think some quality of life additions would be really nice such as a tooltip window that tells you what you need to build something or just what something you've built does.
There's a good bit of waiting for actions to be done where I'm not sure if any of the little creatures are actually coming over or not. Something to counter this might be making a little icon that lets me know a creature is on it's way while I'm clicking and holding for creatures to come over!
I'm also never sure if I actually have all of the supplies I need to build more, so maybe making the little silhouettes red if I don't have what I need would help to inform me whenever I'm trying to build something!
I really liked the little animations of the creatures running around and always had a little dopamine rush whenever I built something!
Overall a game I would play again! I think it's very impressive after 72 hours of work and look forward to the Steam release! Thank you for making this!
This is a lot of fun! I've played a few times, have yet to actually build the sun bc I keep having to go do other stuff though. It'd be really nice to have a way to see how many of each resource you have at a time.
This game is really lovely. It takes many hours to finish and sadly there is no option to save it in between. Only way to pause is to keep it running in the background. I would love to know more about how the windmills and berry bushes affect the game. I mainly focused on one campfire, because at some point a blue diamond is needed, which is hard to get. But only one is needed to complete the game. After the two final glowing stages of the fire, you win. I thought that the fire would light the whole map, but nothing really changes, there are still a lot of unlit places. That was a little disappointing. If you want you can keep playing after winning.
It’s an entertaining game, but it needs some basic improvements. Fixing the initial bug, addressing material loss, and adding a tutorial or materials guide would help. The “You win” ending feels anticlimactic, and a minimap or compass would make navigation easier. Pause and save options are also essential. With these refinements, the game could reach its full potential.
I played on the linux version and got a crash with no error log seemingly randomly late into the game, i tried running the windows version using wine and got a crash randomly as well. Great game i had fun for the bit i played but as of right now ill definitely be waiting for the polished version
I have dixlesia and I am Spanish. So I just opened it. It already works. If I had seen the warning at the beginning, even a "readme" .txt would have read it. Thank you!
A cutesy little game about incarnations of pure darkness (possibly demons) commit mass deforestation, industrialization, and countless other crimes against nature and the world :D
some sort of brief tutorial or critter index or something would be nice! it's not clear in the game what the farmers actually do, and only the ludum dare page actually explains it
I took me ages and my computer was super laggy at the end but I finished it! Great game! I love the concept and artstyle. As mentioned by a few other comments a few quality of life improvements would be great in a final version. Otherwise I loved it :)
I really liked this one! Sadly I got to a point where I explored too far out and couldn't find my original bonfire. A hotkey that switches between built fires could be useful to deal with that?
Definitely looking forward to whatever this becomes.
I loved playing this game!! I know everyone has already said it, but a save button or menu would be such a lifesaver <3 Other than that, I really loved hanging out with my little soot sprites :)
my hand hurt after 40 minutes and could not get where my black balls came from and what i builded the houses for. But i am easily confused by games that set one into the world and leave the player be
has so much potential!!! absolutely loved the ambience :))) i did also want to kill myself after my 15th pickaxe but im sure that'll be rebalanced. really looking forward to future updates! love my little dark gremlins
Very cool game, but I think there might be a bug in the Linux version - THERE ARE NO PICKAXES! I've built something like 8 fires as big as possible, have dozens of homes and several windmills, but I've yet to see a single pickaxe.... Hopefully that can get fixed, along with some of the other QoL things people have already mentioned.
Disable killing while building: guys kept wandering under my cursor and offing themselves. this was especially bad with the helmet guy you get after working on your main campfire for a while since he follows your cursor; i killed him almost immediately by accident
Big increase to walk speed for unimproved guys: it would help with the waiting
Build using nearest guys: sometimes a nearby guy would stand there while someone from across the map would walk over
Visual indication of special Trees/Rocks: it would be nice to know which Tree/Rock/etc will crease a house location, pickaxe, etc
A way to jump to nearest campfire: i left my cursor on the side of the screen by accident and scrolled really far. then i couldn't find my camp
Is there a way to reliably get pickaxes? I got 2 pickaxes pretty early on, then I played for over an hour breaking every rock I could find, and.. nothing.
I found a total of 6 pickaxes in probably 3 hours. My #1 suggestion for this game would be to radically increase pickaxe spawn rate. Like 10x more would be fantastic. So to answer your question, no there does not seem to be a reliable method other than grinding.
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Congratulations! I really enjoyed playing. It's a shame you can't save the game and continue expanding your settlement.
4 things would be great: Firstly a tutorial, and maybe an explanation manual or I am stuck manual. Second would be a menu to play game, save your save files. The third thing would be ideal - settings. It would be cool if the frames to upgrade the campfire could show what characters show, if you are missing them, they pulse red. The last and fourth thing is maybe in the full game - npcs. That's all
It would be nice to be able to save progress. These runs take a while, and I have other things to do. Also, this game is a little frustrating to figure out. Once I figured out the core loop, it became more fun.
PLEASE HELP ME
I losted my home, how can I find it ? Im in darkness since too long
Game instantly crashed lol
This makes me think of Patapon...
game crashes every time i click the piece of wood at the start of the game :(
it crashed and i lost all my progress
Very fun! Would love to see some of the fixes listed here, but I imagine those will be done with the steam release. Some extra stuff–like 1-2 new resources or biomes–could be a nice way to flesh out the final game, but simplicity is key! A way to send workers to resources could also reduce wait times and add a little multitasking. But again, simplicity is key. Apart from that, it might be nice to have a minimap to how things have scaled. Overall, it’s really fun and everything scales quite nicely. Looking forward to the steam release :D
I immediately crashed the game accidentally, what I did was start the game, follow the arrow and while auto scrolling to the fire I was holding down click, it clicked the fire and before the little dude could jump my mouse moved off the fire, the little dude jumped then the screen went black, I tabbed out of the game and saw an error message. hope this helps
I have succeeded, so what do I win?
one change I would make is when your trying to build/destroy something it prevents items that sootlings are carrying from being destroyed, cause I destroyed a couple pickaxes from doing that accidentally.
for a game made In just 72 hours It's very well made. I love the simple yet relaxing progression towards making the fires grow bigger and stronger, as well as seeing just how far your colony has grown. however I have some issues involving game play. 1) you can't save. while not a big deal for a gamejam game made In 72 hours It's still a problem, especially with crashes happening at times
2) you can make the blobs drop things. this alone Isn't a big deal (though It's a waste of both the resources and blobs to do so) the problem Is the way you do It Is the same as doing anything else (holding left mouse) and with everything but the fire blobs and blobs crafting stuff being droppable It often leads to Important resources being dropped by accident while commanding something to be done (the windmill being a prime example)
3) there's no info on anything. whether it be what a house, a farmer, or anything you build actually does. how many resources you have or where you get them. or even If you can actually build something or If a blob Is just being slow. the game just doesn't tell you and It can dampen the fun.
4) The blobs are really slow and prone to getting stuck. It's not too problematic If they're nearby but If blobs from another fire nest Is called then a LOT of time Is wasted just trying to get wood and It's worse If many blobs are needed or If a wall of trees are between them.
Regardless, the game was joy to play despite my issues and I look forward to the steam release. 7/10
tried to to play
Please send this to the developers to help them resolve this issue:
ERR[string/hame.lua"]:501: attempt to perform artimetic on a field 'xa' (a nil value)
Stack traceback:
[string "code/game.lua"]:141: in function <[string "code/game.lua"]:137
[string "code/game.lua"]:501: in function 'update_camera'
I had that issue too, just as I got to the first location at the start of the game.
i figured it out :) thanks tho!
I dont think many people realized this, but the pickaxes can be spawned after you destroy the rock that has four different sections on it. Loved the game, would love to see names built in for the different little dudes.
I loved the design and soundtrack! The control scheme was very interesting! I think some quality of life additions would be really nice such as a tooltip window that tells you what you need to build something or just what something you've built does.
There's a good bit of waiting for actions to be done where I'm not sure if any of the little creatures are actually coming over or not. Something to counter this might be making a little icon that lets me know a creature is on it's way while I'm clicking and holding for creatures to come over!
I'm also never sure if I actually have all of the supplies I need to build more, so maybe making the little silhouettes red if I don't have what I need would help to inform me whenever I'm trying to build something!
I really liked the little animations of the creatures running around and always had a little dopamine rush whenever I built something!
Overall a game I would play again! I think it's very impressive after 72 hours of work and look forward to the Steam release! Thank you for making this!
this was such a lovely experince, the looks & feels & sounds.. just adorable
only issue I had was pickaxs like most others xP
Such a cute fun little game!
But WHERE ARE THE PICKAXES
lol
I'm sure it will be rebalanced for the steam edition ;) wishlighting now
fun! i think you should make it so that on windows, you don't have to press the windows key to un-fullscreen
Oooh you figured it out better than me. I just went alt + F4. So yeah, I second this remark.
This is a lot of fun! I've played a few times, have yet to actually build the sun bc I keep having to go do other stuff though. It'd be really nice to have a way to see how many of each resource you have at a time.
Spoiler!
This game is really lovely. It takes many hours to finish and sadly there is no option to save it in between. Only way to pause is to keep it running in the background. I would love to know more about how the windmills and berry bushes affect the game. I mainly focused on one campfire, because at some point a blue diamond is needed, which is hard to get. But only one is needed to complete the game. After the two final glowing stages of the fire, you win. I thought that the fire would light the whole map, but nothing really changes, there are still a lot of unlit places. That was a little disappointing. If you want you can keep playing after winning.
loved it, I played 4hour straight
It’s an entertaining game, but it needs some basic improvements. Fixing the initial bug, addressing material loss, and adding a tutorial or materials guide would help. The “You win” ending feels anticlimactic, and a minimap or compass would make navigation easier. Pause and save options are also essential. With these refinements, the game could reach its full potential.
I played on the linux version and got a crash with no error log seemingly randomly late into the game, i tried running the windows version using wine and got a crash randomly as well. Great game i had fun for the bit i played but as of right now ill definitely be waiting for the polished version
if it's in beginning, did you read page of game?
I have dixlesia and I am Spanish. So I just opened it. It already works. If I had seen the warning at the beginning, even a "readme" .txt would have read it. Thank you!
A cutesy little game about incarnations of pure darkness (possibly demons) commit mass deforestation, industrialization, and countless other crimes against nature and the world :D
some sort of brief tutorial or critter index or something would be nice! it's not clear in the game what the farmers actually do, and only the ludum dare page actually explains it
I took me ages and my computer was super laggy at the end but I finished it! Great game! I love the concept and artstyle. As mentioned by a few other comments a few quality of life improvements would be great in a final version. Otherwise I loved it :)
I really liked this one! Sadly I got to a point where I explored too far out and couldn't find my original bonfire. A hotkey that switches between built fires could be useful to deal with that?
Definitely looking forward to whatever this becomes.
The game crashes at startup, using Arch linux with Wayland :(
```
. Starting log.
. Writing to /home/afk/.local/share/PUNKCAKE Delicieux/Build The Sun/log.txt
. Successfully loaded data.sgr.
. Build The Sun :: by PUNKCAKE Delicieux
. Found 36 files: assets/music/02.mp3, assets/music/day.mp3, assets/sfx/treefall.wav, assets/sfx/build.wav, assets/sfx/cancel.wav, assets/music/01_A.mp3, assets/sfx/jump.wav, code/settings.lua, assets/music/01_B.mp3, assets/sfx/fire.wav, assets/sfx/click.wav, assets/zoom.shader, code/utility.lua, assets/sfx/click_off.wav, code/pet.lua, assets/Sweetspot.ttf, assets/sfx/done.wav, code/game.lua, assets/sfx/stone.wav, assets/music/percu.mp3, main, code/particle.lua, ../../libs/autosnaps.lua, ../../libs/remy_systems.lua, assets/stretch.shader, ../../libs/gifkey.lua, code/thing.lua, assets/gfx8.png, code/time.lua, assets/gfx12.png, code/grid.lua, code/object.lua, code/palette.lua, assets/sfx/plop.wav, assets/sfx/chop.wav, assets/sfx/complete.wav
. Initializing SUGAR v0.0.6i.
. ./build_the_sun
. Running from: /home/afk/apps/build-the-sun/
. Running on Linux.
. Using SDL 2.28.1
. Using LuaJIT 2.1.1692716794
. Using Lua 5.1.4
. OpenGL initialized.
. Created new memory chunk '_sugar_'.
. FreeType library was initialized.
. Using FreeType 2.13.3
. Relocating chunk '_sugar_' for resizing.
. Resized '_sugar_' to 0x01F4 bytes to fit new 'default_font' req.
. Correctly requested 'default_font' 0x01F3 bytes at 0x01 in chunk '_sugar_'.
. The 95 glyphs font 'default' was created.
. GFX system initialized.
. Time system initialized.
. Input system initialized.
. alsa worked!
. Successfully opened audio device
. Could not get device name.
. Driver: alsa
. Frequency: 44100
. Format: 0x8010
. Channels: 2
. Samples: 2048
. Audio system initialized.
. All systems initialized.
.
. Running...
. Loading main
. Loading ../../libs/gifkey.lua
. Loading ../../libs/remy_systems.lua
. Defined 0 buttons for player 0.
. Loading ../../libs/autosnaps.lua
. Loading ../../libs/remy_systems.lua
. Loading code/utility.lua
. Loading code/settings.lua
. Loading settings.txt
. Successfully wrote 'settings.txt'.
. Duplicating log to /home/afk/.local/share/PUNKCAKE Delicieux/Build The Sun/crash_log_003.txt
. Quitting required.
ERR Could not create 'Build The Sun' window: wayland not available
. Loading assets/gfx8.png
. Loading assets/Sweetspot.ttf
. Relocating chunk '_sugar_' for resizing.
. Resized '_sugar_' to 0x03F4 bytes to fit new 'main_font' req.
. Correctly requested 'main_font' 0x0200 bytes at 0x01F4 in chunk '_sugar_'.
. The 96 glyphs font 'main' was loaded from assets/Sweetspot.ttf
. Loading assets/gfx8.png
. Relocating chunk '_sugar_' for resizing.
. Resized '_sugar_' to 0x43F4 bytes to fit new '8_srf' req.
. Correctly requested '8_srf' 0x4000 bytes at 0x03F4 in chunk '_sugar_'.
. Created the 128 x 128 surface '8'.
. Correctly loaded 'assets/gfx8.png' into '8' surface.
. Loading assets/gfx12.png
. Resized '_sugar_' to 0xD3F4 bytes to fit new '12_srf' req.
. Correctly requested '12_srf' 0x9000 bytes at 0x43F4 in chunk '_sugar_'.
. Created the 192 x 192 surface '12'.
. Correctly loaded 'assets/gfx12.png' into '12' surface.
. Loading assets/sfx/build.wav
. Loaded sfx 'build' from file 'assets/sfx/build.wav'
. Loading assets/sfx/treefall.wav
. Loaded sfx 'treefall' from file 'assets/sfx/treefall.wav'
. Loading assets/sfx/chop.wav
. Loaded sfx 'chop' from file 'assets/sfx/chop.wav'
. Loading assets/sfx/jump.wav
. Loaded sfx 'jump' from file 'assets/sfx/jump.wav'
. Loading assets/sfx/cancel.wav
. Loaded sfx 'cancel' from file 'assets/sfx/cancel.wav'
. Loading assets/sfx/click.wav
. Loaded sfx 'click' from file 'assets/sfx/click.wav'
. Loading assets/sfx/click_off.wav
. Loaded sfx 'click_off' from file 'assets/sfx/click_off.wav'
. Loading assets/sfx/plop.wav
. Loaded sfx 'plop' from file 'assets/sfx/plop.wav'
. Loading assets/sfx/complete.wav
. Loaded sfx 'complete' from file 'assets/sfx/complete.wav'
. Loading assets/sfx/done.wav
. Loaded sfx 'done' from file 'assets/sfx/done.wav'
. Loading assets/sfx/stone.wav
. Loaded sfx 'stone' from file 'assets/sfx/stone.wav'
. Loading assets/sfx/fire.wav
. Loaded sfx 'fire' from file 'assets/sfx/fire.wav'
. Loading assets/music/01_A.mp3
. Loaded music '01_A' from file 'assets/music/01_A.mp3'
. Loading assets/music/01_B.mp3
. Loaded music '01_B' from file 'assets/music/01_B.mp3'
. Loading assets/music/02.mp3
. Loaded music '02' from file 'assets/music/02.mp3'
. Loading assets/music/percu.mp3
. Loaded music 'percu' from file 'assets/music/percu.mp3'
. Loading assets/music/day.mp3
. Loaded music 'day' from file 'assets/music/day.mp3'
. Defined 18 buttons for player 0.
. Loading code/game.lua
. Loading code/palette.lua
. Loading code/time.lua
. Loading code/grid.lua
. Loading code/object.lua
. Loading code/pet.lua
. Loading code/thing.lua
. Loading code/particle.lua
. main loop exit
.
. Initiating shutdown.
. Deleted font 'main'.
. Deleted font 'default'.
. Deleted surface '12'.
. Deleted surface '8'.
. GFX system shut down.
. Input system shut down.
. Audio system shut down.
. Deleted memory chunk '_sugar_'.
. Application ran for 0.794000 seconds.
. All systems shut down.
. Ending Log.
```
I loved this game so much!!!
I really enjoyed the game, this is fun☀️☀️☀️
it would be good if the map loops.
I loved playing this game!! I know everyone has already said it, but a save button or menu would be such a lifesaver <3 Other than that, I really loved hanging out with my little soot sprites :)
fun game, adorable art, nice vibes, wish i could save tho
my hand hurt after 40 minutes and could not get where my black balls came from and what i builded the houses for. But i am easily confused by games that set one into the world and leave the player be
has so much potential!!! absolutely loved the ambience :))) i did also want to kill myself after my 15th pickaxe but im sure that'll be rebalanced. really looking forward to future updates! love my little dark gremlins
windows 10, honor magicbook 14 ryzen 7
I have the same issue at the very beginning, no idea how to fix it.
pls add browser support!!1
Very cool game, but I think there might be a bug in the Linux version - THERE ARE NO PICKAXES! I've built something like 8 fires as big as possible, have dozens of homes and several windmills, but I've yet to see a single pickaxe.... Hopefully that can get fixed, along with some of the other QoL things people have already mentioned.
You gotta find this rare pile of pebbles that accepts 2 wood and gives a pickaxe.
its sooooo rare and annoying to find tho
I accidently scrolled way off and now I can't find my way back to the town :(
some QoL requests:
Disable killing while building: guys kept wandering under my cursor and offing themselves. this was especially bad with the helmet guy you get after working on your main campfire for a while since he follows your cursor; i killed him almost immediately by accident
Big increase to walk speed for unimproved guys: it would help with the waiting
Build using nearest guys: sometimes a nearby guy would stand there while someone from across the map would walk over
Visual indication of special Trees/Rocks: it would be nice to know which Tree/Rock/etc will crease a house location, pickaxe, etc
A way to jump to nearest campfire: i left my cursor on the side of the screen by accident and scrolled really far. then i couldn't find my camp
Ability to zoom out more
So *that* is what happened to my Helmet Guy. I didn't even realize clicking the little guys destroyed them!
Is there a way to reliably get pickaxes?
I got 2 pickaxes pretty early on, then I played for over an hour breaking every rock I could find, and.. nothing.
I found a total of 6 pickaxes in probably 3 hours. My #1 suggestion for this game would be to radically increase pickaxe spawn rate. Like 10x more would be fantastic. So to answer your question, no there does not seem to be a reliable method other than grinding.