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Ilmoita käännösongelmasta
My only real gripe regarding gameplay is that it doesn't do a very good job respecting the troubleshooting process in general. (Especially at the end) There is a fine line between being punished for not RTFM and troubleshooting a problem. Yes, it can be funny when it's clearly an ID10T or PEBKAC issue. We get it, you shouldn't take that certain job.
It's not so funny when you are on the final mission and you flip the switch and learned you messed up somewhere even if you followed the manual to the T, then only to learn the issue was unrelated. Nor is it funny that a specific dialog choice I'm confident many people would choose is actually the wrong choice and now you have to go through an entire run again just to say "Yes" instead of "No."
It's moments like those where the game kinda hurts itself, and I feel that it's because it's not playing by its own rules. If you want to make a RTFM game, you need to make sure you absolutely nail the manual. If you had to restart a run ESPECIALLY in focused mode you better be able to go back to the manual and say, "That's where I messed up."
To be fair 90% of the game does this well. I rarely died because I read the manual, and even more rare without knowing why, but there are two sections I felt hurt the most, and that was the final ascension, and the combat mission, and unsurprisingly the reasons why I died were not in the manual. Unfortunately, it's just especially painful because those two places felt like the most inconvenient places to get to. I did not like stockpiling cards, or playing through the entire game to troubleshoot what I could do in those moments.I'd sooner learn to force quit the game before restarting a run, and that cannot be the intended method to play the game.
On a minor note I felt the adult humor doesn't land. It's superfluous at best, amd unfunny at worse. It's a good example of when people say the writing feels like a teenager who learned how to say the F word wrote the dialog. All of its best comedic moments are actually pretty clean, and all it's worst moments are when it's trying to rip off Rick and Morty.
Still, I don't want to give an impression that I do not like this game. It is one of my favorite games this year, and very under-the-radar/underrated. I think it's a great addition if you like games like Hardspace Shipbreaker. I just think some design choices didn't otherwise land in a particularly strong game.
I do like the idea of the crafted missions. An intermediate solution would either be a checkpoint reward for acing the test days or letting us buy extra lives (or even a damn shield) with arcade tokens.
personally i like rogue like but only if a run is ~1 hour tops; rogue likes with run duration 2h+ are always super weird
Out of lack of motivation and monetary anxiety I have to say one of the other roadblocks is that the controller settings are somewhat finicky ass. I literally can't get rid of an opened FTL pack because everytime I try to select it I end up grabbing nothing.
Sometimes I can't select what I'm looking for until I back out of the module.
But otherwise yes this game is like Amatuer Surgeon. Very goofy but genuinely good.
Also I'm going to enjoy when this game inevitably gets an endless mode where you can place snails and cool reactors forever until you get locked into a pipe bomb job and die.