Liked the game until I bet the second boss... then it seems like more of the same, while the same gets longs but still needs constant attention to progress through the guilds...
An update that just adds a nag screen? Seriously? BTW: save doesn't work either. Explicitly hit the save button on close, loads a few minutes in the past nevertheless. 1/5
The game has improved a lot since the last time I've seen it. From game design perspective, for a rogue like, the games IMO run too long. A rogue like run should be around an hour max. Also the heavy handed tutorial, not a fan of those, they are lazy compared of a hint based introduction, while leaving the player in control from the second 0.
We disagree about the notion that any roguelike "should have" a specific run length. I personally (Fragsworth, not necessarily everyone at Playsaurus) prefer roguelikes that are long. Days or more. The longer, the better. Also, I'm aware that our tutorial feels heavy-handed to some players, but trust me that the hint-based thing was not working out for us for a long time (we tried it). Hint-based tutorials work when mechanics are very similar to other games, but not for this one. Don't say we're lazy!
Nice. Someone has been inspired by Facturio :). With one of the same issues as far I can see.. Nothing stops you from just building a bigger base or waiting longer, kinda misses a challenge. Some usability tips: There is some inconsitency how to place things, you can keep belts by holding mouse down, but buildings if not holding shift deselect themselves again. Id like to "grab" and move around the map, but both mouse buttons actually interact as build and destruct. I would like to turn off auto level advancement.
I really like the game, but numbers like 5.4e8.222M are just stupid because the 5.4 doesn't mean anything anymore, because I can't even see how many digit it has in total, because it has been cut of by the "M".
Btw. there are estimated 10e82 atoms in the observable universe. Just to give these crazy numbers a perspective.
Haha, as an old time game, a blast to the past to the text adventures. It feels akward to get the common basics explained. The need to write "go" wasn't there, you could simply walk around with 'n', 'e', 's' etc. also I'm missing "look" to look around again.
New version uploaded.
– No need to write “go” before direction simply type n, s, w, e to move.
– No need to type item name to examine or take just type “look” or “take”.
Thanks for suggesting.
Hi catpaw! I'm sorry to hear about your frustrations with the tutorial. We tried to keep it as short as we possibly could, while still introducing you all to all the basic game features in the process. Was there a specific section of the tutorial that you found unnecessary or too heavy-handed in particular? Thanks anyway for giving us a shot! ~Battlehouse
We disagree about the notion that any roguelike "should have" a specific run length. I personally (Fragsworth, not necessarily everyone at Playsaurus) prefer roguelikes that are long. Days or more. The longer, the better. Also, I'm aware that our tutorial feels heavy-handed to some players, but trust me that the hint-based thing was not working out for us for a long time (we tried it). Hint-based tutorials work when mechanics are very similar to other games, but not for this one. Don't say we're lazy!