Thats really nice ...go big or go home right? I just hope there are enough die hards and very smart / patient people playing this game. How would a easy mode affect you anyways? Just choose normal and you are playing how you want to and others play how they want. You will still have bragging right for progressing in normal and getting more points. They could even put a hard mode up for those of you ready to put on the big boy pants...
This statement is definitely false. High randomness and difficulty of the gameplay is not at all indicative of complete disregard for player feedback.
Ive played like 100 games and havent died one my first turn once, so perhaps you are just unusually unlucky.
This game is fantastic! I just completed what I think was my seventh run in which I finally got the green ending and a score of 40k. I know some have said that they hate the randomness, but I love that element. Unfair or not, it makes progress feel really interesting, whether it's finding a new and awesome ship, or having almost all your fuel depleted because of a wrong move. I love this game, and I actually am starting to prefer over FTL, even with the combat missing (which I think majorly works in the games' favor). I also need to thank Jcho for convincing me to get this, as I am enjoying this a ton. Between this and Mines of Mars tomorrow, I am set for space games!
It's your paraphrase that's false, not what I actually said: not killing me through no fault of my own isn't impossible just because of including high randomness and difficulty. When death is "difficulty" with zero carryover between sessions, that _isn't_ part of the actual gameplay, and that's precisely my point. Randomness that's game-breaking is bad design, and is not "difficulty", IMO. It's like if you play Mahjong and the last 2 tiles are on top of each other and it tells you you lose *throws up hands in disgust* It's actually happened to me a couple times since; my first turn itself's not what kills me, but because I couldn't orbit planets and it'd spawned me with too little iron to fix that, any progress I made was moot, and no random events saved me (it didn't just break, but was destroyed, so required more than the 1 it takes to repair (I've never spawned with zero iron, but with 1 or 2 I have)). Based on my experience I suspect that beyond random bad luck or even luck programmed to be generally bad, that statistics, for instance, for fuel gathering punish you for playing conservatively by giving ridiculously low yield when it sees you have more than half a tank and/or any reserves. It's given bad yields like that when I'm low, but _good_ ones _more often_ when I'm low. A game that wants to be played the way the devs see it should not be praised on bases of randomness, nor should difficulty be ascribed to their equating randomness with difficulty and imputing merit to frustrationand I would say the same of its players. What I'm trying to get atnot that it is going to actually matter to anyone else, evidentlyis that celebrating impossibility in the name of difficulty obscures achievement in favor of blind risk, no matter how much of your own emotion and calculation goes into your decisions, which by definition is a bad game, IMO, even when themed to impossible odds of survival. Gamers who disagree I think do gaming a disservice by championing this mis-definition of difficulty which the vast majority of potential players take as a slap in the face, not edgily realistic, and I bother to say so because I _do_ champion difficult, artfully crafted premium titles that aren't also cheapI would add that to be rougelike need not include such a high incidence of death where in a context of such slim odds it effectively becomes so often beyond your control. I guess iOS's marketplace just isn't able to uphold that standard of gaming :-/
This game is definitely tough. It would be nice to have a mode where you could choose to continue or when you start a new game you have all the tech you've learned previously still available. Not sure. I would like to see the end but without some sort of other mode I'm not sure I have the patience. It's fun and cool though.
The Ultraprobe is incredibly useful later in gameplay after a certain event takes place, and with higher resistance on your ship the stars (note what it says about the star's atmosphere) are manageable. Before that point it seems like an emergency sort of thing.
What event has it spawned you with too little iron to resolve? You start the game with a pretty good amount of iron. The start is dangerous, but typically very manageable as long as you prioritize finding a ship and avoid unnecessary exploration. Now going a long stretch without finding a ship—that can happen. Your experience certainly does not reflect my own. Edit: When using iron to repair your ship, do split off some for unexpected repairs first.
Your game is bugged. You always begin with the same amount of resources. In fact, if you play the tutorial, you spend some resources in it and, when the tutorial is finished, you begin playing the real game with the exact same resources as if you had skipped the tutorial. Redownload and reinstall from App Store. His experience doesn't reflect anyone's experience here either. It seems as if he was playing a different version of the game as the rest of us.
It happens a relatively small proportion of runs but it has happened repeatedly, and coincided more than once with random events from which there is no way to recover (aside from more random events, exceedingly few of which give iron). My Interplanetary Reactor or whatever the intra-system transporter's calledI deleted the game so can't readily check the nameexploded/was destroyed, which costs several iron to fab. Runs do spawn with varying resource levels, sometimes just 1 or 2! Yes, I'd like to think it's bugged, which is kinda my point. Pocketnova, a wrong move costing dearly is fine with me if it's wrong rather than completely arbitrarily made so after-the-fact and wholly beyond your control for no reason aside from total disregard for viability of individual runs, making your real life you're spending to play it a crapshoot after you've paid to own a game for it to entertain you by your playing it. I differ from many, evidently, in drawing a fine but very clear distinction between raw randomness and randomness as a theme impactingrather than running roughshod overgameplay.
philodygmn, We balanced the game until we could finish 100% of our runs. So you should try others strategies because yours is obviously the wrong one. Also, you need to remember the wrong choices you did during an adventure in a previous run so you don't fall constantly in the same trap. Don't give up and give the game an other chance.
Please define finish Green? Red? Red Green? Red Blue Green? (I'm loving the game and I wouldn't change anything about it, including difficulty).
Really? I did about 25 runs so far and reached the green end two times. Never came close to the red end. Maybe you should write a player's guide or something like that and add that to the game. Would be a good help for players who a struggeling with the difficulty of the game. But don't change the difficulty, it's good how it is.
A guide would be really good. I literally googled "Blue Ending Out There" multiple times in several variations to find info on whether I should head there. Most relevant search results includes things like "2013: Best iOS Games out there!" .
Heya ! (Salut ! ) First, congratulations on the game, it's very well made. The only thing that I find to be kinda hard/unfair is finding technology & ships at the start of the game (IE : Managing to answer correctly to alien races) That is mostly due to the fact that when, say, the alien race asks you for a gift, if you answer incorrectly you HAVE to write down the unknown term for the material and the option you chose, otherwise you might very well do the same mistake next time. If you don't, you're very likely to do the same mistake afterwards. Other frustating things - Probing a gaz planet until the end requires sliding aaaaaallll the way to the left every time. First few times, it's fine, but it becomes a bit of a chore after a some time (IE : First you start probing 5 to get 50% of the available gaz, then you probe 1 by 1 until it's depleted). There's also no point to probing more than 7. Rather than the current sliding system, can't you provide three options when mining / probing, IE : Three buttons 1 - Mine/Probe on surface : Equivalent to current "1 or 2" slide. 2 - Mine/Probe : Equivalent to current "5" slide. 3 - Mine/Probe deeper : Equivalent to current "7 or 8" slide. There's usually no point in using the 8 or more slide, it almost always breaks your equipment, and doesn't provide a huge advantage, so the option won't be missed. Havng three buttons, instead of the current slide will make that part much less frustrating and more inline with the rest of the game interface. The part where you're attacked for the first time is also pretty frustrating : due to its randomness, you can easily be screwed if you don't know a lot of techs. It could use a bit of balancing. Also, some ship balancing could be a good thing to balance some of the existing ships a bit. Current version is "best ship is the ship with the most available storage" - It could be a good idea to improve a bit the rare ships with low storage to also make them appealing. Edit: Also, regarding the "100% ending", note that you have knowledge about the "behind the scene" information (IE : how stuff is calculated, what are the best answers to all of the random events, and so on) That's a huge advantage that your players do not have.
I'm not sure...since some runs I've been always maxing out my probing and drilling (10 always if I have Fe to spare) and the difference is huge. Like...usually got 2 or even 3 20 He slots. Never happened with probing at 7.