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i haven't played this game enough to know much about it, but honestly to me, it is just trying to compare itself to rebuild. but no offense it is still ok game to me and a great game to others.
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I enjoyed it, gave it a four. I liked the art. I think I also liked the ending, but it played too quickly for me to read all of it. Got the gist, kinda came out of left field due to lack of plot development. Overall, good game.
A couple suggestions, in order of priority:
1) Needs a better organizing/listing system, especially for late game. Tools to sort who's hurt, who's got the best work skill, highest level, that sort of thing. It is tedious, the bad sort of gaming difficulty, to have to mouse over 70+ names to find the one guy who needs medical aid, send him over to the unassigned list, then find him again and put him in the clinic.
2) I recommend you rethink how you utilize the reinforcement pool. I can't discuss this one in detail due to the character limit. Basically, make the unassigned characters the ones who get tapped for rescues.
3) fewer clicks to impose my will. I elaborated in my first draft, but hit the character limit.
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Finished it! Awesome game :D Only too bad the end game cutscene goes way too fast to read the text. Big 5 rating from me!
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Nice little game... reminds me of another game called ''indecision'' or something like that. You have to slow down the ending though, I didn't have time to read the captions... plus, we cannot get the final 2 achievements since it skips right to the final scene. 4/5
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what do i do if i run out of mood and i have not got a entertainment building yet? because entertaiment needs 10 mood to be built
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guys, the game is not very hard. all of you guys are baby's! and if you think its hard, play rebuild 2. bug: even though i have 40 electricity, and i need 25 to make a turret, it wont let me build.
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I just got hit with three raids, three days in a row. This killed my game, which up til that point, I had full food, mood, a two-story house, and 20 survivors. This game is dildos.
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One suggestion: A warning when you move on to the next turn without having perfect defence... because it's very easy to play for a looooong time and then to not notice the red "raid" sign and have all your guardians killed.
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The game would be a lot more enjoyable if you used proper english... When my scouts say "We detected this resources at Old Warehouse" or "And we could not find any survivor" It gets annoying very quickly.
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nice side effect/bug: police helm says 1h +30, but actually gives 1h +10 and 2h +30 (haven't restarted since some of the fix so this might already be fixed...) Cool game!
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Sometimes when i do a scavenge mission looking for scrap it says i get 30 scrap but it doesnt increase in my safehouse it goes down by that amount. I once had 126 scrap and done a scavenge mission came back and i had less than 20 scrap left I never built anything.
Other than that this game is good
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Do the risk numbers actually mean anything? When I lose 6 rooms because my walls are demolished with a 0% (or some tiny %) number, it's annoying. Why are my defenders super killers against 1 attack and unable to kill anything in the next? Why does a scout mission attack automatically result in a base attack? Why do my turrets go away?? Are the zombies eating them?
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Scouting generates attacks and risk, not time or anything else. Only scouting. Once you've cleared our a section the risk is removed, therefore you can beat this entire game with basically a single defender if you take it slow.
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Some more advice to would-be survivors: When recruiting: send 2 people for best results, not 1. More scouting = Harder Base defense, be careful. Save your self time/clicks, send 5 people on 1 scavange mission. They bring the same as 5 small missions. Keep an extra 2~5 people in your guard, for when you need to send rescue missions. Infact if you put people in your guard due to a Horde/Raid, just leave them in there unless you can not spare them. Also remember to readd them back if you happened to send them on a rescue mission. remember that any scavenging mission done on a Mission spot(Hospital/Generators) will need backup and plan accordingly. And for those who want to know what the locked characters are: Singer(0/0/0/100)+entertainment Boxer(100/0/0/50)+figher Chef(100/0/0/100)+Cooking (The Fighter seems more +Traps then fighting, if the flavor descriptions actually mean anything)
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I find sometimes Raids being too extreme. I have like 12 pro guys at defense with 0% danger on one day and next day there's raid and I have 100%.
Well who would be afraid of 100% I ask myself? I add 6 more guards with weapons, build two laser traps and 1 turret and... 66%? WTF?
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The 'danger' seems completely out of whack- and if ANY of the missions get attacked, the base ALWAYS gets attacked afterwards. If it's GOING to happen, you could at LEAST show the base danger rating as I'm pulling off guards to send to the rescue.
But seriously, why do 0% danger missions get attacked and NEED rescue?
Also, why can't the survivors level unless I *watch* them in combat? Why can't they get XP from a successful mission if they don't need to be rescued?
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There are many improvements that can be done: the option to sort by skill would be VERY handy, a difficulty settings to reach the requirements of every gamer (someone wants it hard, someone prefers it easy), the chance to produce more than just traps (weapons, for example), and more random events. These are just the first things that come in my mind, i'm sure there's much more that can be done. All in all, is a good game, congratulations!
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I liked this game. A lot like Rebuild and Rebuild 2. Couple of comments for you. 1) It would be great if we could sort the survivors by level or skill. Would make it easier to pick and equip them. 2) When I pick survivors for a mission, please let me pick 5 at once instead of having to go back and forth. At the end, it is tiresome. 3) The ending animation goes to quick to read and there is no way for me to see it again after I have finished. 4) Give us some idea of what levels up a survivor and what benefit that does. 5) If a survivor uses a specific weapon, do they become more proficient with it?
Thanks.
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I just found a nice bug: I stopped playing yesterday (without losing) and having about 23% or so explored. I came back today and... 100% explored!
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Alright, sense there are so many complaints on Difficulty, might as well put up some help. The first thing you should go about doing is getting the supplies to build a factory and entertainment area, destroy the factory and build a kitchen there instead. Now the hardest part of the game is the start, you can't be garenteed to get through the begining with out a little luck. But as long as you keep your people equiped you will get a chance. After getting a Kitchen just keep some people working at it and /mass scout/recruit/ sometimes it fails and says your size is limited. This is a (of many) error in the text, you can have up to 20 people per floor. Just try again and send more people to recruit.
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23% danger, with 10 restarts you would think at least ONE of them would manage to survive... nope... fails on all of them...
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The fact that we lose people on 0% ruins this game being as 0% Danger means THERE IS NO DANGER not that you're not going to tell us the damm danger
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"Work" score above 50 = automatically recruit if you have space. Below 50 = auto fail. Amount of space = 20 per level of the house. Starving or mood will cause even 0 risk missions to lose people. "scouting" seems to be the best way to gain mood. "Raids" are completely random.
Explored the whole town and saw nothing that could trigger a victory, Although at the docks in the NE corner something killed all my scouting parties, even when I sent my 5 best fighters. Some clear cut instructions on how to win before the raids eventually become overwhelming would make sense.
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Just beat the game, kinda lame how the system works, you never scout before scavenging everything, takes some time, but you will keep the Danger level to the lowest.
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bug? I started the (first) game with 5 survivors and whenever i tried to recruit someone it said i didnt have enough space and needed another floor. Fair enough but the next floor needs 5. So i would always lose (due to 100% danger). Now second game, i start with 7 ( ?? ) survivors, built second floor, recruited 3 more, and then 2 got killed. So i had 8 now. I tried to recruit 2 more and it said i needed a 3rd floor. I don't get it, and the "max survivors reached" is nowhere to be seen.
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I have a bug with the Shelter score... In a day I lost 2 men, then on aonther 1, and the score droped forever to 3 points. Now, in a new game, no matter how many floors my house has, Shelter never goes more than 7...
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Fantastic game! But you should get someone to look through the Engrish mistakes. And the ending comic is a bit too fast - couldn't read all of it.
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loading very slow: ok, lets get some snack
loading stucks at 90%: sigh, reload the page i guess...
loading stucks at 95% after refresh: FFFFFFUUUUUUUU
fully loaded after 15 min: zomg, finally