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But I've played multiple roguelikes and you are generally replaying a lot of content untill you master and finally beat the game.
I got the feeling its setup like that on purpose. As you often need a perk from the perk screen to get past certain story events, or at least that what it looks like.
Second was the encounter.
Third is... Ah, the third is the last one.
So, 3 forced breaks.
Thats not too bad. I haven't seen the 3rd forced break yet, but the first 2 kinda make sense. Though I will admit the first time I got the first one I went "WTF?!?" as that one came out of no where. The 2nd one you sorta seen coming a bit before it actually happens.
I should also point out that, unless you somehow manage to unlock everything in the Reality Stream before the forced breaks are done...you're probably going to want to break yourself as that's the only way to gain the Reality Points needed to spend in the Reality Stream. Courtney mentioned before that this is meant to feel more in-line with Seasonal modes featured in various ARPGs; you break yourself, spend your RPs, then start a new cycle (season).
In short, try to forget the ways that the ARPG genre has programmed us and start learning to love The Vortex.
Iron is easy to come by if you compare with other resources.
The only two things I could think off are:
a) It might help to include a note that the story portion of the game doesn't require excessive farming. This could prevent players - particularly those familiar with the genre - from grinding sectors and side missions in hopes of progressing further, only to feel unrewarded when a forced restart occurs. I think this is where some frustration might occur.
b) A significant base RP multiplier upon reaching a forced restart could be interesting, though it's not strictly necessary. Something like a base x3 multiplier for hitting a "wall" might work.
b.1) Alternatively (or additionally), consider offering a small, meaningful upgrade after each successful forced restart. For example, rather than just allowing a dialogue change through the passive, players could receive a bonus like “+1 Item upon starting a new game.” This could add a bit more meaningful progress to each restart.
Other than that, the game is great the way it is. I would have to invest much more time to properly give feedback on specific portions of the game. This thread was more of a "this felt annoying" rather than "this is bad"
All the while, as players are earning RPs and increasing the meta stats, they're becoming stronger each cycle and opening up new options to play with as well (including the aforementioned "+1 item upon starting a new cycle".
Trust me, it's not just "oh, now there's a new opportunity to change the dialogue". :D
I'm not saying that's a bad thing. But considering I haven't noticed anything as of now, it seems logical that I would make that statement. So yes, even though there are changes, they don't seem impactful enough. They may later on once the player gets more resources by default, but as of right now, not much difference is noticed.
Some truth has to be told, I have rushed through the story up until now through unconventional means after the third restart, making me wish I could clear my entire profile beyond a simple character deletion.
Either way, the other point I feel like could still be added. You never know how much time one player might spend as "preparation" only to notice there is a wall which renders that preparation meaningless.