The lighting sucks, there is no explanation whatsoever, the bullets are slower than a snail on weed, and I don't even know how to reload.
Besides... for educational purposes? Dafuq?
This is something I agonized over. Same goes for creatures dropping items. In the end the decision to not have mobs drop anything was because I really wanted to encourage players to sneak past fights especially at the end of the game (your supposed to be a rogue after all).
I tried to really make the player desperate for resources and question the value of every fight. If I had made monsters drop stuff I think it would have sent sort of mixed messages if you get what I mean.
I'm not totally against monster drops in general and I'll probably experiment in later games but for this game, the choice to not have drops was sort of inherent in the design I was going for.
Kind of annoying you can't set a standard battle tactic for allies. In Heroic mode, you have very little time to react and it's moreover becoming a Blitz game than actual strategy...
To me, it doesn't make sense that both Huts and Houses take more food than wood to build. Food is extremely high in demand (housing, trainers, tributes), while wood is far less. It's used for Gyms, I know, but eventually, the cost of a Gym is totally disproportional to the effect of building one.
Could this be rebalanced, please?
Just a reskin of the first game, no boss, random powerups (I got skillpoints when I had nothing to research). Not an improvement of the first game.
Also, zero attention paid to lunar physics whatsoever. You, sir, live in the early twentieth century, and in the alien science-fiction that was written during that period.
Too big to fit a 1366x768 laptop screen (no, I don't have any toolbars installed). I understand why this game has energy, but crop withering is bullshit.
Even bosses aren't dangerous... Besides, who the hell invents a zombie shooter with guns that fire without clicking the mouse, or guns that don't need actual reloading? Nice graphics, (save for the near-naked girls, they never make any sense), but follow the 'gameplay over graphics' rule next time.
Oh, and the spoken dialogue is almost as annoying as the continuous references to cheese. Almost...
I currently play in a city that has only a three people left. All the others were guests or moved out. I'm level 23, please send me an invite. I'm sick of being the only person that invests in his city...
This is something I agonized over. Same goes for creatures dropping items. In the end the decision to not have mobs drop anything was because I really wanted to encourage players to sneak past fights especially at the end of the game (your supposed to be a rogue after all). I tried to really make the player desperate for resources and question the value of every fight. If I had made monsters drop stuff I think it would have sent sort of mixed messages if you get what I mean. I'm not totally against monster drops in general and I'll probably experiment in later games but for this game, the choice to not have drops was sort of inherent in the design I was going for.