Sky Harvest

Sky Harvest

Feedback on Next Fest October 2025 Demo
In general I enjoyed it, but as others indicate, it is far from ready and clearly a very early alpha at best. Already wishlisted from the previous demo, but the new demo almost seemed like a new engine and graphics. Any ways, here is the feedback, note that it is meant to help improve the game and not meant to tear down what has been accomplished.

Issues:
  • The Hot Pepper seed seems completely broke; no description, can't be purchased, etc.
  • Please stop reorganizing the inventory at the end of the day; please save inventory positions when saving the game.
  • Merchants (specifically the goods that they sell) are all flawed based on their underlying premises. The weirdest is obviously the fashionista tailor who only sells wooden logs, but they all seem to be way off (with the possible exception of the baskery that sells the chocolate croissant, their specialty, but ONLY the chocolate croissant). For example, it makes no sense to go the blacksmith for resources one should expect from a mining company. Yes, he works with those resources as well, but a blacksmith crafts items from them, rather than sell the same resources that he makes his goods from. You might want to consider adding a different NPC to sell stone and ores.
  • Partially damaged resources disappear overnight. Running out of energy on a given day, I struck a felled log but once. I then slept and immediately went to check the same log after the day reset, to see if it was still at half or had returned to full, and the log was completely gone.
  • Sales chest items don't stack when added one at a time. It seems that if there is a stack of X (of any stack size) and one more is added (via the right click method), it should simply add it to the existing stack rather than take up an extra slot. Additionally, trying to manually combine them (with both stacks being in the sale chest) did nothing.
  • The game was really laggy. Turning off Anti-Aliasing made a REALLY HUGE performance difference, far more than it should. You may want to look into why that is.
  • Playing the game for an extended period of time (and alt-tabbing to other stuff like Textpad to track notes) began to have a noticeable impact after a few hours. It got to the point that it froze up and did the "white screen" where Windows said it was no longer responding. My inclination is a small but ever-growing memory leak. Might want to monitor for that explicitly throughout a standard full QA pass.
  • Are the skills not yet implemented? I assumed that they were since they were displayed on journal page, but they don't seem to be working.

Suggestions:
  • It would be good to provide a notice on the opening menu screen that lists the features planned but not yet implemented, thereby setting clear expectations on what is not going to be available despite other indicators. Anything from crafting to the museum to whatever.
  • Provide a status indicator for plants during the process, not just once its harvest time. Ideally this would indicate how far along they are in their growth cycle.
  • Provide a single chest inside the farmhouse, to allow for a small degree of inventory management from the outset.
  • Perhaps add grass seed, allowing the ongoing production of fiber.
  • Similarly, perhaps adding tree seeds would be good, allowing the ongoing production of wood.
  • There should be an additional quest to spread the grandfather's ashes, rather than holding on to them indefinitely - that was the original reason given for coming to Magica, after all.
  • Hitting a number selects that hotbar slot (tool or otherwise). This is good, but it would be nice if hitting the number for the active hotbar slot disengages said item. It seems odd to run around town brandishing a tool or item rather than have nothing in your hands when dealing with merchants and such.
  • It would be nice if the flow rate of time was customiziable. Daily work is already limited by energy, but it would be great if you could adjust it to have more time to do more non-energy activities.
  • I assume that sprinklers and such will be added once the crafting system is added, but if that is not yet on your feature list, please add it. With as much farm land as had been provided (which is great), manually watering daily will get way too tedious - planting and harvesting will already be cumbersome, but at least those are spread out over time.
  • It might be a good idea to put a version label on the opening menu screen, allowing feedback and bug reports to cite specifically which build of the game or demo an issue is being reported for. Just a thought, having seen many other games do the same and using it for bug reports in those games.
Last edited by Belrathius; 17 Oct @ 5:37am
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Showing 1-1 of 1 comments
hamzahkirmani  [developer] 18 Oct @ 1:19am 
Hey!
Wow !!! Seriously appreciate the time and effort you put into this. 🙏 This is exactly the kind of thoughtful, constructive feedback that helps push Sky Harvest forward. You nailed several important points, from the merchant logic to the inventory behavior, stacking issues, and even the technical stuff like performance drops and potential memory leaks, all noted and already being reviewed.

We’re actively reworking the shop system, skill mechanics, and progression (and yes, sprinklers and tree seeds are on the roadmap 🌱). Also love your idea about listing unimplemented features in the menu and adding version labels for better reporting. That’s a smart suggestion we’ll be taking seriously.

It means a lot that you’ve been following the project since the earlier demo and can see how far it’s come. The next major update aims to address most of what you mentioned, so I hope it feels like the version Sky Harvest was always meant to be.

Thanks again for being so thorough. Feedback like yours genuinely makes the game better. 💙
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