Oh gee! That doesn't sound good. We will have to see if we get some people to debug the Mac version further to see if we get to the root of the problem. Unfortunately, it seems that Mac builds tend to be a bit problematic for us since we handle everything from Windows. ππ
Thank you for the update. Had no idea it sometimes could not work in the itch app as well since we mostly use browsers to access the site ourselves. Glad you told everyone else about it though!
Also, an extended thanks for continuing to check our other catalogue of games lately. Here's hoping it's been a good time! π
Happy to try and work through any Mac debugging I can do, feel free to message me on the Discord (same name) if there's any Mac testing I can help with!
Thank you for including the game on the playlist! We were there live when you were showcasing the video and we're glad you had a relaxing fun time with the world we've created! π
If the game is losing web-based saves when you publish updates and you're using PlayerPrefs to store the save data, I came up with a solution to make it not lose data on updates. If you implement it in the next update then that update will still cause save data loss, but then it won't happen any more for any future updates. Feel free to use it, the source code and explanation of the underlying problem is here.
Thank you for the detailed post about it on Newgrounds! Other than for in-game settings (which is what PlayerPrefs was intended for), we're actually saving our save data to an actual .dat file to the /idbfs/ in a similar fashion to what you describe in the post.
However, what we don't do and it's likely the problem is that we don't specific a hard-coded /idbfs/ directory like you do in your script, and rather do it based on the directory that the browser specifies. Given that itch.io changes the URL for the html file everytime you upload, that's likely what's causing it to get scrambled. π€
In some of our previous games we have included Export/Import Save file options to help mitigate the issue (and also allow for players to switch from web to desktop at any time), though because of the short time it takes to play this game, we ended up not implementing it on this one. I do plan to implement it on a future version though!
I'll have to give a better through look at your explanation and script and making a few experiments, but what you share there seems to be about right! Thank you very much for sharing it and for the explanation. Cheers! π³
For a game like this, a short tutorial might help it a lot. Some parts took my some time and experimenting to figure out. Others are still not very clear. I did see someone suggest that the trade value be presented in numeric form instead of using colors, which I agree would be much easier to understand. (For my first game, I was *selling* red from inventory, and buying green from towns... Until I realized hat the inventory side was inverted, and you should always go for the green items on both buy and sell.) Also, how do towns change regarding inventory and prices? Is it done every time you interact with one, or over time whether or not you interact?
We're thinking of adding a few pointers to the tutorial screen (or when you open a town for the first time) in the next version to help explain the trading a little better! We've already got the clearer colours and tags underway, so we hope it helps making it a bit more clear! π
Inventory and prices change based on several factors. Each town has pre-set price fluctuations for different types of items. These prices are scrambled whenever you get some considerable distance away from the town (since we want to motivate players to trade with different towns). Inventory restocking is based on time and per item, and towns will progressively add stock back over time, up to their original quantity. Hope that provides some insight! π
What about adding some other motivation(s)? Like "Special Quests/Orders"? In my first play-through, I had already thought certain towns might value certain items more (for example, cats like fish burgers...) But found out that was not the case.
We've been thinking about some mechanics like that, yes! For example, we've been playing with the idea of towns having "on-demand items" over time-intervals that would increase the value of an item sold by a lot. π€
Items in the game right now do have internal categories, and towns will fluctuate their prices differently depending on those items' categories. Though with so many items, I guess it's not really easy to make the guess or notice the change. We will have to look into ways to make it more obvious!
Thank you so much for the suggestion though, and we do hope you keep up with future news we might have for the game! Cheers! π³
How about a simple indicator for items more valued? A '+' sign in front of items the town values more. Eventually you could even extend that more... '-' would indicate items they do not want. Even maybe eventually go with '+++', '++', '+' (or '-') to indicate how much the town values that item. (I.E., a first time player can most likely guess the meaning of '+' and '-'.)
Yep! Someone actually suggested something similar bellow, and we're already thinking on how we can implementing better queues so that trading becomes more readable! Still though, thank you for the suggestion! π³
If you collect every item on the normal collection log, alongside all of the balloons and find all the discoveries, you'll get a special balloon. π We didn't add anything for completing all of the fishing yet, but have some ideas if we get the chance to add new content to the game!
Hello! I downloaded the game on macOS Big Sure and the dmg throws the following error: "βTownseekβ is damaged and canβt be opened. You should move it to the Bin.
Anyway the game is super cute and i'm so thrilled to try it :) Good luck
Hey! For some reason, unzipping issues with Mac seem to be fairly common and we're a bit unsure why they happen. We were convinced that we had fixed them, but apparently not. π
Could you try checking if this mirror works? If not, I'll look into more in-depth into the situation for sure! Thanks and sorry about that! π
Ah right, I got pretty far and bought 5 different airships. I really loved the work put into every little interaction, and the simple but fun trading was great too. My favorite part is the art style. Egg.
Five of the ten airships is pretty good! π Glad that the art style shines through. π Anything you'd like to see added to the game at all? We would love to know! Egg.
Hey! Are you trying to load the Web or the desktop Mac version? π° In any case, I'd recommend closing it or reloading the page and staying on the page for a while. Changing tabs might stop the loading because Unity sometimes is weird like that!
This is very cool! I wish there was a plus or minus number in parentheses next to the price tag to tell you how much it changed from the base.
For examples, let's say the base price for something is $40, when an island/city wants to buy it for $45, it would show "$45 (+5)" Now you know your profit for each item is $5.
I say this because it's frustrating to go back and forth between the bag and the city shop.
Thank you for the suggestion! The green and red colouring on the price was meant to be a hint of the difference in-reference to the base price, but we think your idea sounds a lot more readable and user friendly.
We might do a hotfix to the game soon to fix one of the other bugs reported here, and would definitely include that change! Thanks for it! π¦
Very cute game! Unfortunately at one point it froze, saying there was a runtime error with an "interger overflow" issue. It also gave the website v6p9d9t4.ssl.hwcdn.net but I couldn't take a screenshot.
Weird runtime errors might happen with web versions of Unity games like that at times, and unfortunately, they tend to be hard to track down. π Glad that the save data saved it though!
What did you think of the game other than that weird situation though? Is there anything else you'd like to see added in the future? π¦
I also get this error, repeatedly, after running and playing the game for awhile. It does save my progress on a reload, at least. If possible, I will try to see what exactly overflowed when it happens again.
*Correction*: The first time, it saved my game. I just now tried to continue my game since last crash yesterday and it started from the very beginning. :-(
Hiii, I've made a short video about the game and wanted to share some feedback about it with you, hopefully it is useful to you :D
-The idea of the game is really relaxing and fun ^^
-The visual style of the game is really eyecatching and fits perfectly the theme of the game, making the gameplay very very enjoyable :D
-The gameplay mechanics are very clear and easy to get into once you take a spin around the map, the only thing that can be a little bit hard to understand at first is the trading system as I got confused when I saw that there were two kind of coins, but that being honest made the gameplay experience more interesting :)
Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)
Thank you for making a video on the game! Glad to see a video of someone playing the game! π
We were originally thinking of making the second currency only appear when you discover a town that uses it. Do you think its best that we leave both of them showing from the start, or do you think we should go back to that idea? π€
What other suggestions do you have that could improve trading? We would love to know! π¦
Having both currencies from the beginning makes it easy to understand when you find a place that uses one of them, but as the game is focused on exploring I'll go with the first idea and diplaying some kind of message about the dicovery of a new currency to make it easy to understand by the player.
The trading could be improved by lowering a little bit the prices of the more expensive objects as when you start thinkning about the amount of trades that you need to make in order to buy one of those it feels quite hard when there are some objects that might end up giving you like 2 or 3 coins of benefit per unit. But the system actually works, is just a little bit of polish on that side ^^
maybe a game for the water town where you fix pipe leaks, and for the city, it could be something to do with music maybe like Friday night Funkin or guitar hero. For the empire town, it could be something like a festival where maybe you shoot off fireworks and you shoot different ones at different places. For Stonehenge town perhaps some physics based game where you try to stack rocks in a certain way. And for the shark town it could be some sort of fishing game but instead of taking fish you take trash out of the water and have to avoid getting the fish. It would be cool if you unlock a βMinigameβ option after you trade enough with a town and then beating the minigame unlocks a medal and a bit of currency, then afterwards you can just play it for fun. Maybe the medals could just be another thing to earn. I know this would all be pretty hard to do, so you donβt really need to do all this, but I just think these would be some cool ideas that I would love to see in this game. Btw, I also got all the items/fish in the game so I think this is the first game that Iβve ever 100%ed.
Thank you so much, leafo, both for the comment, adding us to the cool page collection and for featuring us. It's incredibly humbling and an honour. π
Ok, got it, it was the ugly but funny pirahna. I love the art style!
Then two bugs happened (playing in the browser) :
- in my inventory, I was able to go down with arrow key but the scroll bar didn't move;
- then I was just flying and re-opening the inventory, and I opened another tab (another itchio page) to write here in the comment section and I guess the first tab didn't understand: the game froze.
Ha! Glad you liked the art style! Giving the fish unique personalities was something that our artist really enjoying doing. π And thank you so much for your rating! π
The markers on the inventory are just indicators that those parts are scrollable, but I can see where the confusion comes from! I'll definitely look into adding user-friendly scrollbars if we do more content for the game! As for the freezing issue, unfortunately it seems like its something that might happen with Unity when exchanging tabs. π
Is there anything you'd like to see added to the game in the future? π
Please, during fishing actions add some old-useless-but-funny stuff (like boots) and rare talking fishes giving advices on life (so we can learn more about this universe and NPCs).
We were brainstorming yesterday that we should fill the last row of the fishing collection with assorted fishing trash for fun (including boots π’) and now we have even more reason to go and add that! Love the idea of the fishing NPCs too! Would be pretty fun! Thank you for your suggestions! β¨
I like it, quite relaxing to play. Nice artwork, music and general vibe, and very easy to pick up and play.
I encountered a bug which locked up the game while fishing in one of the top right fishing spots. Here is some info on what happened: - Playing in the browser. - I put the buoy in the water to fish, but the icon showing a fishing spot was still there (for the spot just below where I started fishing, I think). - Before catching a fish, I clicked interact again, and the buoy was withdrawn from the water and disappeared. The fishing spot icon disappeared too. - Now I was stuck in the fishing state. - The buoy was not in the water. - Every now and again I got the screen shake and sound of a fish to catch, but no "!" icon appeared. - Pressing interact did not catch the fish - I was just stuck there. - I couldn't move the ship. - I could still open the inventory.
Thank you! Glad that you found it relaxing and easy to play! π Thank you very much for the detailed bug report! Some other players have reported the same fishing bug and it seems to be a common occurrence. I'll definitely be looking into a solution for it soon! π£
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On Mac OS 10.14 Mojave, cannot get either the web or Mac version to work.
With Mac version, just gets stuck endlessly loading no matter what I do.
With web version, get this error while loading:
abort({}) at Error
at jsStackTrace (itch-cave://game.itch/Build/townseek-web.framework.js:2:16334)
at stackTrace (itch-cave://game.itch/Build/townseek-web.framework.js:2:16505)
at abort (itch-cave://game.itch/Build/townseek-web.framework.js:2:748)
at itch-cave://game.itch/Build/townseek-web.framework.js:2:25399
Really want to play, so would love to see this fixed!
UPDATE:
Tried inside the browser (i.e. not the app-based HTML5 version) and it worked fine, so worth giving this a go, Mac users.
Seriously wonderful and relaxing game, I can't wait to see what happens next with this game!
oh thx very useful! im in mac and it happens to me too
Oh gee! Does it also not load the game, or is it a different issue - like not being able to open the app? π₯
is the same message error that fluffypetals says
Thanks! We'll look into it!
Oh gee! That doesn't sound good. We will have to see if we get some people to debug the Mac version further to see if we get to the root of the problem. Unfortunately, it seems that Mac builds tend to be a bit problematic for us since we handle everything from Windows. ππ
Thank you for the update. Had no idea it sometimes could not work in the itch app as well since we mostly use browsers to access the site ourselves. Glad you told everyone else about it though!
Also, an extended thanks for continuing to check our other catalogue of games lately. Here's hoping it's been a good time! π
Happy to try and work through any Mac debugging I can do, feel free to message me on the Discord (same name) if there's any Mac testing I can help with!
Hey Dev!
I Included your game on this week's Indie Game Playlist! It Premiers soon, Hope to see you there!
Thank you for including the game on the playlist! We were there live when you were showcasing the video and we're glad you had a relaxing fun time with the world we've created! π
If the game is losing web-based saves when you publish updates and you're using PlayerPrefs to store the save data, I came up with a solution to make it not lose data on updates. If you implement it in the next update then that update will still cause save data loss, but then it won't happen any more for any future updates. Feel free to use it, the source code and explanation of the underlying problem is here.
Thank you for the detailed post about it on Newgrounds! Other than for in-game settings (which is what PlayerPrefs was intended for), we're actually saving our save data to an actual .dat file to the /idbfs/ in a similar fashion to what you describe in the post.
However, what we don't do and it's likely the problem is that we don't specific a hard-coded /idbfs/ directory like you do in your script, and rather do it based on the directory that the browser specifies. Given that itch.io changes the URL for the html file everytime you upload, that's likely what's causing it to get scrambled. π€
In some of our previous games we have included Export/Import Save file options to help mitigate the issue (and also allow for players to switch from web to desktop at any time), though because of the short time it takes to play this game, we ended up not implementing it on this one. I do plan to implement it on a future version though!
I'll have to give a better through look at your explanation and script and making a few experiments, but what you share there seems to be about right! Thank you very much for sharing it and for the explanation. Cheers! π³
For a game like this, a short tutorial might help it a lot. Some parts took my some time and experimenting to figure out. Others are still not very clear. I did see someone suggest that the trade value be presented in numeric form instead of using colors, which I agree would be much easier to understand. (For my first game, I was *selling* red from inventory, and buying green from towns... Until I realized hat the inventory side was inverted, and you should always go for the green items on both buy and sell.) Also, how do towns change regarding inventory and prices? Is it done every time you interact with one, or over time whether or not you interact?
We're thinking of adding a few pointers to the tutorial screen (or when you open a town for the first time) in the next version to help explain the trading a little better! We've already got the clearer colours and tags underway, so we hope it helps making it a bit more clear! π
Inventory and prices change based on several factors. Each town has pre-set price fluctuations for different types of items. These prices are scrambled whenever you get some considerable distance away from the town (since we want to motivate players to trade with different towns). Inventory restocking is based on time and per item, and towns will progressively add stock back over time, up to their original quantity. Hope that provides some insight! π
What about adding some other motivation(s)? Like "Special Quests/Orders"? In my first play-through, I had already thought certain towns might value certain items more (for example, cats like fish burgers...) But found out that was not the case.
We've been thinking about some mechanics like that, yes! For example, we've been playing with the idea of towns having "on-demand items" over time-intervals that would increase the value of an item sold by a lot. π€
Items in the game right now do have internal categories, and towns will fluctuate their prices differently depending on those items' categories. Though with so many items, I guess it's not really easy to make the guess or notice the change. We will have to look into ways to make it more obvious!
Thank you so much for the suggestion though, and we do hope you keep up with future news we might have for the game! Cheers! π³
How about a simple indicator for items more valued? A '+' sign in front of items the town values more. Eventually you could even extend that more... '-' would indicate items they do not want. Even maybe eventually go with '+++', '++', '+' (or '-') to indicate how much the town values that item. (I.E., a first time player can most likely guess the meaning of '+' and '-'.)
Yep! Someone actually suggested something similar bellow, and we're already thinking on how we can implementing better queues so that trading becomes more readable! Still though, thank you for the suggestion! π³
can you add a endgame thing for collecting every thing?
If you collect every item on the normal collection log, alongside all of the balloons and find all the discoveries, you'll get a special balloon. π We didn't add anything for completing all of the fishing yet, but have some ideas if we get the chance to add new content to the game!
Anything specific you'd like to see? π
Hello! I downloaded the game on macOS Big Sure and the dmg throws the following error:
"βTownseekβ is damaged and canβt be opened. You should move it to the Bin.
Anyway the game is super cute and i'm so thrilled to try it :) Good luck
Hey! For some reason, unzipping issues with Mac seem to be fairly common and we're a bit unsure why they happen. We were convinced that we had fixed them, but apparently not. π
Could you try checking if this mirror works? If not, I'll look into more in-depth into the situation for sure! Thanks and sorry about that! π
Hello, it did not work :( I tried with firefox also just to be sure. <3 good luck
Same as the guy under me, but on firefox. Unity WebGL seems to be what you're using, doesn't always work.
Edit - Used Microsoft Edge, it worked.
Maintaining Unity WebGL is one messy adventure. We've even had the occasional report where the ocean looks purple rather than brown. π
Glad that Edge worked though! We would really like to know your opinion about the game when you're done with it! π³
Ah right, I got pretty far and bought 5 different airships. I really loved the work put into every little interaction, and the simple but fun trading was great too. My favorite part is the art style. Egg.
Five of the ten airships is pretty good! π Glad that the art style shines through. π Anything you'd like to see added to the game at all? We would love to know! Egg.
i'm on mac and the game doesnβt finish loading i have been waiting for over 2 hrs and it still isnβt done please help
Hey! Are you trying to load the Web or the desktop Mac version? π° In any case, I'd recommend closing it or reloading the page and staying on the page for a while. Changing tabs might stop the loading because Unity sometimes is weird like that!
If it ends up working, please let us know! π¦
This is very cool! I wish there was a plus or minus number in parentheses next to the price tag to tell you how much it changed from the base.
For examples, let's say the base price for something is $40, when an island/city wants to buy it for $45, it would show "$45 (+5)" Now you know your profit for each item is $5.
I say this because it's frustrating to go back and forth between the bag and the city shop.
Thank you for the suggestion! The green and red colouring on the price was meant to be a hint of the difference in-reference to the base price, but we think your idea sounds a lot more readable and user friendly.
We might do a hotfix to the game soon to fix one of the other bugs reported here, and would definitely include that change! Thanks for it! π¦
Very cute game! Unfortunately at one point it froze, saying there was a runtime error with an "interger overflow" issue. It also gave the website v6p9d9t4.ssl.hwcdn.net but I couldn't take a screenshot.
Restarting fixed the issue and save data seemed to be fine.
Weird runtime errors might happen with web versions of Unity games like that at times, and unfortunately, they tend to be hard to track down. π Glad that the save data saved it though!
What did you think of the game other than that weird situation though? Is there anything else you'd like to see added in the future? π¦
I also get this error, repeatedly, after running and playing the game for awhile. It does save my progress on a reload, at least. If possible, I will try to see what exactly overflowed when it happens again.
*Correction*: The first time, it saved my game. I just now tried to continue my game since last crash yesterday and it started from the very beginning. :-(
Hiii, I've made a short video about the game and wanted to share some feedback about it with you, hopefully it is useful to you :D
-The idea of the game is really relaxing and fun ^^-The visual style of the game is really eyecatching and fits perfectly the theme of the game, making the gameplay very very enjoyable :D
-The gameplay mechanics are very clear and easy to get into once you take a spin around the map, the only thing that can be a little bit hard to understand at first is the trading system as I got confused when I saw that there were two kind of coins, but that being honest made the gameplay experience more interesting :)
Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)
Regards
Thank you for making a video on the game! Glad to see a video of someone playing the game! π
We were originally thinking of making the second currency only appear when you discover a town that uses it. Do you think its best that we leave both of them showing from the start, or do you think we should go back to that idea? π€
What other suggestions do you have that could improve trading? We would love to know! π¦
Having both currencies from the beginning makes it easy to understand when you find a place that uses one of them, but as the game is focused on exploring I'll go with the first idea and diplaying some kind of message about the dicovery of a new currency to make it easy to understand by the player.
The trading could be improved by lowering a little bit the prices of the more expensive objects as when you start thinkning about the amount of trades that you need to make in order to buy one of those it feels quite hard when there are some objects that might end up giving you like 2 or 3 coins of benefit per unit. But the system actually works, is just a little bit of polish on that side ^^
Regards :)
Its a nice game, but it would be better if there were a few more minigames other than fishing
Definitely! What other activities or minigames would you suggest to add beyond fishing? We would definitely love to know! π
maybe you could add a special minigame for each town, like catching bugs in the jungle, or growing crops in the farm town.
Those sound like neat ideas! Unsure if we'd be able to do them all, but what would you suggest for each town if you had the chance? π€
maybe a game for the water town where you fix pipe leaks, and for the city, it could be something to do with music maybe like Friday night Funkin or guitar hero. For the empire town, it could be something like a festival where maybe you shoot off fireworks and you shoot different ones at different places. For Stonehenge town perhaps some physics based game where you try to stack rocks in a certain way. And for the shark town it could be some sort of fishing game but instead of taking fish you take trash out of the water and have to avoid getting the fish. It would be cool if you unlock a βMinigameβ option after you trade enough with a town and then beating the minigame unlocks a medal and a bit of currency, then afterwards you can just play it for fun. Maybe the medals could just be another thing to earn. I know this would all be pretty hard to do, so you donβt really need to do all this, but I just think these would be some cool ideas that I would love to see in this game. Btw, I also got all the items/fish in the game so I think this is the first game that Iβve ever 100%ed.
This isn't really a mini game, but maybe more closed-off trading spots like the empire, which use a different currency.
this must be cool!
edit: sadly, it won't run on my pc :(
Aw. π What PC are you using where it doesn't run the game? Does it not run even on the web?
i was able to play it on web so its cool. but i do prefer playing it on exe
Glad you were able to play it! What did you think of it? π
I think the graphics are mesmerizing! The art style feels so clean and very polished. I do wish there more stuff put into the gameplay tho.
Thank you! π Any suggestions of things you'd like to see added regarding the gameplay? π
Wow, this page is really awesome.
I agree. This shit is awesome.
Thank you! Glad that you like the page! π
Thank you so much, leafo, both for the comment, adding us to the cool page collection and for featuring us. It's incredibly humbling and an honour. π
A cute and relaxing game! I recommand! Great job to your team
got the star's balloon β₯ just looking for the last fish to complete the collection. I yet encountered no bugs
Ok, got it, it was the ugly but funny pirahna. I love the art style!
Then two bugs happened (playing in the browser) :
- in my inventory, I was able to go down with arrow key but the scroll bar didn't move;
- then I was just flying and re-opening the inventory, and I opened another tab (another itchio page) to write here in the comment section and I guess the first tab didn't understand: the game froze.
Ha! Glad you liked the art style! Giving the fish unique personalities was something that our artist really enjoying doing. π And thank you so much for your rating! π
The markers on the inventory are just indicators that those parts are scrollable, but I can see where the confusion comes from! I'll definitely look into adding user-friendly scrollbars if we do more content for the game! As for the freezing issue, unfortunately it seems like its something that might happen with Unity when exchanging tabs. π
Is there anything you'd like to see added to the game in the future? π
Please, during fishing actions add some old-useless-but-funny stuff (like boots) and rare talking fishes giving advices on life (so we can learn more about this universe and NPCs).
I'm not kidding, it could be pretty fun! :)
We were brainstorming yesterday that we should fill the last row of the fishing collection with assorted fishing trash for fun (including boots π’) and now we have even more reason to go and add that! Love the idea of the fishing NPCs too! Would be pretty fun! Thank you for your suggestions! β¨
I like it, quite relaxing to play. Nice artwork, music and general vibe, and very easy to pick up and play.
I encountered a bug which locked up the game while fishing in one of the top right fishing spots. Here is some info on what happened:
- Playing in the browser.
- I put the buoy in the water to fish, but the icon showing a fishing spot was still there (for the spot just below where I started fishing, I think).
- Before catching a fish, I clicked interact again, and the buoy was withdrawn from the water and disappeared. The fishing spot icon disappeared too.
- Now I was stuck in the fishing state.
- The buoy was not in the water.
- Every now and again I got the screen shake and sound of a fish to catch, but no "!" icon appeared.
- Pressing interact did not catch the fish - I was just stuck there.
- I couldn't move the ship.
- I could still open the inventory.
Thank you! Glad that you found it relaxing and easy to play! π Thank you very much for the detailed bug report! Some other players have reported the same fishing bug and it seems to be a common occurrence. I'll definitely be looking into a solution for it soon! π£