Yeah despite my earlier frustration, as I commented on the review.. this game is pretty much a work of art. The artwork itself is fantastic, and the concept, story, and execution are near perfect. The only thing I would change..... Spoiler Why oh why couldnt THIS game have been narrated by Wil Wheaton? Turns it into a living planet, minus the aliens. I cant think why you would want to, unless you were desperately low on oxygen.
Are the "bug fixes" fixing stuff like "early game was too easy"? Because I just did three runs, and barely got four jumps before something catastrophic happens. Ouch.
This work of art is sheer genius! It deserves game of the _decade_, on _any_ system! Its art style is so modern-comic chic I can forgive every abuse it can throw at me, like randomly generating my starting resource levels, then my first move randomly breaking my only way to make another one, and having nothing with which to repair, ending my game in 1 move completely beyond my control with _no influence from me the player_! Getting people to pay you for something they'll _defend_ for wasting their time? Now, _that_ __is__ sheer genius!!!
I feel like I am missing something. Perhaps I should only visit plants if I have to? I have been going to each planet in each system I can reach and I usually die within 6-8 systems. This makes for a very short game and quite honestly not all that fun.
I'd say until you get a bigger ship you should only be going to planets ou need to go to for fuel etc
Going to every planet you see is the fastest, and easiest, way to die in Out There. Only visit when it makes sense. Mainly for a supply run.
If they make an optional setting I don't care. I just hope they never change the overall difficulty because that's what makes the game great.
Loving the game so far, but I wish there was a way to take extracted elements from drilling/probing and dump them directly into your fuel/oxgen/repairs, effectively bypassing your cargo. Too many times I had to leave something behind because I forgot to "top up" before extracting more elements
Hey dude, r u ok? This game is as it is, some of us love it and others don't. General reviews are very favorable. Just read reviews and comments before buying. That helps a lot. Hey, I don't like FIFA and that doesn't mean it's a crappy game, it just doesn't suit my gaming needs.
That would amount to a noteworthy reduction in difficulty as, given some progress, that would be equivalent to extra storage space on the ship. It becomes a pretty big deal later in exploration. I got in the habit of using resources before gathering more. Say, from a gas giant, I would restore fuel with what I had in reserves, then probe fore more to place in my inventory.
What could be neat is that you learn a new technology whenever you disassemble one (if you don't already know it). Hey, you're taking it apart, maybe you can learn to reverse engineer it.
I love the interferometer. If I got that one first the rest of my trip might go a little smoother As far as the ultraprobe goes, does anyone else find it works really well? because the couple times I have had it I didnt get noticeably more fuel, and yeah you can use it at a star if you wanna burn away half your hull...
I like the difficulty and tech movement ideas. In Sword of Fargoal most people went straight to the normal difficulty but some of us played the easy mode to just get the hang of things. Give us a closed ending like..you wake up from a dream but the real mission begins...please try normal mode. I don't think you would ruin the experience and you would open up the game to others who are stumbling more. These people would less likely to hit delete and instead explain to their friends that they got this awesome game they are playing and get others into it. The more people you can get to understand and play the game without the instant difficult mode the more will play it and will move up to a harder level. I would never ask to water down the normal mode as it should be hard. A easier mode in addition to what is currently in place and you pull in more people. As for my gameplay I have seen it rough with resource management but I have read some advice which might make it easier. What I like the best about this game is that it is not a overly complicated game. You get a tutorial which lasts 2-3 minutes tops and everything is really easy to understand (for basics). There is not a overwhelming set of options or menus and that is comforting in this age of games where at times the options are sometimes bloated and confusing. (Some RPGs are good at this) The cartoon like art and music is great right up to the app icon design and the very slick title screen. Just dont kick us between the legs too early ok?
I guess what sticks in my craw is I wouldn't have bought it if I knew it didn't structure its randomness not to be cheap: I never knew the term rouguelike to be so hostile to true _gameplay_, but I love a good challenge and don't mind even a little unfairness (love SuperHex, hard mode on MGS, etc.), but when my first move killed me, it was clear the game engine was programmed completely disregarding a play session, and that bothers me a _lot_, it's just laziness, IMO, and I can't stand to see that defended in the name of championing roguelikes which _do_ preserve players'and developers'dignity and _try_ to make a game that's fun to _play_, not appeal to people who like to _lose_ at a game because its art style, music, and chin-stroking beguile them.