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Hello! I wanted to clarify that the main developer for Endzone 2 is Gentlymad Studios, the same team behind Endzone - A World Apart. Our team, from the publishing side, collaborated closely with them on the development, just as we did with the prequel. We didn't outsource the game elsewhere; it was all done in-house.
We're sorry to hear that you haven't been enjoying what you've seen of Endzone 2 so far. We value feedback from players, so if you're willing to share more detailed reasons why it hasn't met your expectations, we'd appreciate it. Your input helps us improve. Thanks!
https://gentlymad.org/ez2-feedback
I will reply here for other players to discuss together.
My Steam warehouse has 130 games, including over 20 (I don't know, maybe more) colonial simulation games with survival/management themes.
Before all else, this was an apocalyptic wasteland survival and management game. In my personal opinion, compared to the official way of teaching players how to play games, what I prefer is that the official provides the possibility of an apocalyptic environment, and then players go find a way out.
1. This art style is catastrophic, typical of mass-produced junk games, reminiscent of mobile games that generate revenue by hanging up. Why not develop a mobile version directly? But the post apocalyptic wasteland environment should be much harder.
2. The internal capacity of a settlement is too small. Implementing specialization in a settlement is like deploying buildings step by step. Considering this small map and the large buildings, there are not many buildings that can fit in a small map, and the gameplay is extremely shallow. No matter how much garbage is stacked, it's just a pile of bigger garbage. Want to become the next "Against the Storm"? Think about their excellent and consistent artistic style with the story background, as well as their excellent gameplay, although I don't like that game. I enjoy long-term stable development of a colony until everything becomes self-sufficient, possibly as a Banished-like player.
3. The game content is shallow, it's hard to imagine it's a sequel, and all the content seems to be poorly imitating the previous game. Even Ubisoft, each generation has at least one advantage in terms of art, cultural background, and other aspects. It's not like copying and pasting the content from the previous game and adding something else can become a sequel, and even this game is worse than simply copying and pasting.
4. You may say that you can find unique placement points and then place several buildings with agglomeration effects. You can build one settlement after another and trade with each other. And then what? Repeat this boring process again and again?
For the revision suggestions, my suggestion is that Fire includes product managers, planners, and artists. As for programmers, i haven't found any crash yet, but in borderless full screen mode, switching window will go black (I have a 4k resolution), which is much worse than the smooth switching in other games.
Retrieve the manuscript of the previous work, delete the folder named Endzone2, and create a new one.
Although it's safe to say, most of these things are subjective and people have a different opinions.
I actually couldn't agree more. The longer I think about EZ2... the more I agree with you.
First off Maria.. thankyou so much for all your help with Kickstarter.. you are truly awesome!!
Second I'll take a leap of faith and speak as arguably one of EZ1's biggest fans and arguably one of the most knowledgeable. (I literally know every mechanic)
It feels like a different team is trying to keep EZ1 alive whilst making a new game.. and they have done a great job so far. No argument there... but that's where it seems to end.
I was disappointed at the direction EZ2 has taken.. infact as a long term player of EZ1.. I am becoming more insulted by EZ2 not living up to Ez1's standard.
Its obvious that Ez2 has headed down the one click (console/mobile) direction. The devs seemed to have missed the opportunity to make a great game(EZ1) even greater.
I do not regret backing the dev team.. but also becoming very insulted,, so much so i haven\t gone any further than creating a second settlement in the demo.
But I am going to do the right thing and wait for full release in the hopes it hasn't deviated too much away from Banished/EZ1's gameplay ..
After buying multiple supporter packs in Kickstart for my 5 nieces and myself.. We all are discontented with EZ2.. My nieces went straight back to EZ1 and have been playing it for several hours today.
I guess i'll just have to wait and see how it goes.
sorry again Maria.. this is not against you and is not personal in any way. Thankyou again for all your awesome help thus far. :)
It feels like the population running around is not part of the game. Feels like a mobile game "wait 30sec to click" now. I hope this direction is 180d.
The zones are a good addition, but I would like it to be a benefit system rather than a restriction.
"Questing" ruins are great at first, very much like in EZ1 at some point so just want to skip everything, in EZ1 you could do that by smashing the buttons and get 10sec ruins, the new system wont allow that. You might need to implement a lot of questingareas to make this enjoyable in the long run
For me, EZ2 is not a successor to EZ1, but just a mobile, functionally reduced game variant in terms of simulation, which should appeal more to mobile players than to PC players who might prefer a little more depth. A missed opportunity!
Now for my personal feedback opinion.
1.- The game feels like a copy of Anno 1800 but it is lacking some key concepts that anno has. Firs the buildable zone is small and the non buildable zone is huge, but there is no LOGIC reason why you cannot build in the non buildable zone, also having a "building" that connects not buildable with buildable makes no sense. I believe instead of that it should have been a buildable zone with a lot of non buildable area around it and it should FORCE you to recuperate the rest of the wasteland, making it harder and harder the farther you go. by using differnt tools, killing more people easily...
2.- The color palette is just WRONG, I understand the game is trying to be dark and gritty but there has to be some balance, something that is more appealing to the eyes, Frospunk had a lot of Grays and Browns and what not but also had some reds, oranges and of course white, we must be able to add some "brightness" to the color palet, like Sand from dried out land, and what not. right now it is so dark that loses appeal.
At least those are my first impressions I dont know if I will buy the game day 1 but I will keep an eye on the evolution.
I personnally feel this game is completely different from the EZ1 and sadly in a not so good way.