As usual for projects aided by generative AI, the user experience is lacking due to a failure of basic considerations on the part of the human prompting.
Clicking is so overloaded I found myself getting motion sickness just trying to click squares. Why? Because when I click, I do not perfectly release the button when I am moving through a grid and clicking. This causes the entire canvas to be dragged while I click each grid. Sometimes that led me to tilling a square, because the grid moved and the next click was the square I just clicked. Then I do that again and I wasted a resource.
Would be great if you had hijacked right click, or left dragging to be handled by Ctrl+LMB.
The zoom out to the pixel globe was neat. That doesn't make up for the fact that this was painfully frustrating to use. I only cleared a 5x10 area before I couldn't take it anymore.
Wood was so hard to come by I never even made it to crafting anything.
You can make a farm and then you get wood a lot.
The mechanics are a little painful though, I've got horrible cramp from playing on a trackpad, and the fact that scrolling around on the trackpad zooms instead of moving the viewport eventually became too frustrating.
Thanks for playing!
I spent several weeks worth of nights on this project and put a lot of thought into the experience, though I exclusively played it on touch devices.
I need to test the mouse user experience.
Precision matters less in this game than it may seem. It’s ok to spam clicks because there are no resource constraints. It might mess up the layout of the build you were planning, but it will not impact completing the story. In fact, I imagined this game as a sort of clicker game where the progression and scaling up matters more than precision.