Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

Thoughts on Demo! Is it worth it for a 2025 game
Let me start off saying I will not be buying the game. The game isn't terrible but its nothing groundbreaking. It will be the type of game that will be fun for maybe 2 weeks and you will not play it again., unless you're bored I don't see much replayability. There is a lot of games this year and next year that I care about more!

Pros

I like how you can sneak and do sneak attacks . This is a new feature that I haven't seen before

The atmosphere is interesting

Good graphics

Flashlight is a cool feature but expected for a new game

Cons
Crashed 3 times before the game started working right.

Seems to be some woke people working on this game
And I say this based on two observations if you leave feedback in the in game menu and the characters choices are wacky for a game based on the 80s!

Weapons break to fast

Because the weapons break to fast I am concerned that not enough weapons will be there for the player and the survivors

For a game that's takes place in Texas why is there no Mexican people? Why is it all black and white? I think 75 percent should be white, 15 percent should be Mexican and the rest Black for character choices . Texas is a hot spot for immigration as its right by the border!

When you reach the church near the end of the demo there seems to be some lagging and stuttering which is concerning

I think it would be cool to have 2 survivors or more being able to scavenge for supplies but I didn't see that when I played.

Would have been nice and better to be able to put your workbenches and the other things you build at the place of your choosing

Was disappointed you couldn't loot the zombies you kill and instead you just loot the standard loot pools! which we have seen in games like this before

I didn't like how you were stuck inside of a house when you are in your base. We have seen that with every game of this type. I think it would be better to allow the player and his fellow survivors to risk it all and clear out all the zombies IF they want to .Optional. If the player wants to or not! Therefore saving the survivors material costs! If the devs did this it would be a more exciting game and the game would feel more immersive! If they did this they could add pllaceable traps outside and near the door like mines ,barbed wire , holes in the ground with stakes etc , and more barricades like a barbed wire fence to give the survivor more time to collect supplies!And yes the zombies would respawn back but it would take a few days for them to come again! But the zombies would have to get past everything you built to come inside but if you placed more traps down or repaired the barb wire fence before they broke it down it would stop the zombies but overtime the zombies would grow in numbers again giving you the only option to fall back and barricade the door again until you become stronger! and find guns etc!
Последно редактиран от Tomato Jockstrap; 28 ноем. 2024 в 20:54
Първоначално публикувано от CannedRat:
I think this is pretty fair assessment. The game looks good and plays well for what it is, but the locations are not interesting enough, the loot is not interesting enough, the character interactions are not interesting enough, the crafting is not meaningful... so its mostly about the exploration and some problem solving for the Zombies, but as they are predictably placed, the replayability of any location is pretty low. As the demo is not long enough to see if there is any depth in the mid game or the end game... the rest is a bit of a mystery. Adding more replayability value to all the locations would make for more value in the locations and the game assets. Some sort of dynamic looting, searching rooms, looting zombies etc would add some more complexity to the choices of where to go and how to spend the characters time. Also having a larger amount of low value loot would force the player to make choices... which is essential to grow the depth of the gameplay.

For instance, if the player searched a room , they could discover furniture, luggage, clothing, hidden stashes, etc... all of which take time and effort to investigate, breakdown, possibly carry off and may provide low value crafting resources... but also take up space in the inventory, waste time, add to encumberance etc. This would force the player to think about clearing the area first, then doing loot runs.. but all this costs food and equipment.
At the moment, you clear the zone, loot the containers and never come back... very shallow experience with no reason to re-visit the location.
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Показване на 1-7 от 7 коментара
Isn't Joe Mexican? Sebastian and Melanie are also implied to be Mexican/Hispanic.

I think you need to be patient. The game is still in production. Perhaps they will listen to your feedback and you might end up with the game you wanted.
Последно редактиран от Shadow; 28 ноем. 2024 в 13:59
Авторът е посочил, че тази публикация отговаря на първоначалната му тема.
I think this is pretty fair assessment. The game looks good and plays well for what it is, but the locations are not interesting enough, the loot is not interesting enough, the character interactions are not interesting enough, the crafting is not meaningful... so its mostly about the exploration and some problem solving for the Zombies, but as they are predictably placed, the replayability of any location is pretty low. As the demo is not long enough to see if there is any depth in the mid game or the end game... the rest is a bit of a mystery. Adding more replayability value to all the locations would make for more value in the locations and the game assets. Some sort of dynamic looting, searching rooms, looting zombies etc would add some more complexity to the choices of where to go and how to spend the characters time. Also having a larger amount of low value loot would force the player to make choices... which is essential to grow the depth of the gameplay.

For instance, if the player searched a room , they could discover furniture, luggage, clothing, hidden stashes, etc... all of which take time and effort to investigate, breakdown, possibly carry off and may provide low value crafting resources... but also take up space in the inventory, waste time, add to encumberance etc. This would force the player to think about clearing the area first, then doing loot runs.. but all this costs food and equipment.
At the moment, you clear the zone, loot the containers and never come back... very shallow experience with no reason to re-visit the location.
Първоначално публикувано от CannedRat:
I think this is pretty fair assessment. The game looks good and plays well for what it is, but the locations are not interesting enough, the loot is not interesting enough, the character interactions are not interesting enough, the crafting is not meaningful... so its mostly about the exploration and some problem solving for the Zombies, but as they are predictably placed, the replayability of any location is pretty low. As the demo is not long enough to see if there is any depth in the mid game or the end game... the rest is a bit of a mystery. Adding more replayability value to all the locations would make for more value in the locations and the game assets. Some sort of dynamic looting, searching rooms, looting zombies etc would add some more complexity to the choices of where to go and how to spend the characters time. Also having a larger amount of low value loot would force the player to make choices... which is essential to grow the depth of the gameplay.

For instance, if the player searched a room , they could discover furniture, luggage, clothing, hidden stashes, etc... all of which take time and effort to investigate, breakdown, possibly carry off and may provide low value crafting resources... but also take up space in the inventory, waste time, add to encumberance etc. This would force the player to think about clearing the area first, then doing loot runs.. but all this costs food and equipment.
At the moment, you clear the zone, loot the containers and never come back... very shallow experience with no reason to re-visit the location.

Give them a little break. This is a pre-alpha demo, which is supposed to show players how the gameplay OVERALL looks like.

They have a year to release... surely they'll add something by the final release.

We've, as gamers, seen demos that ended up becoming terrible games. This, by the standard of being a pre-release glimpse, is pretty good. Just let them cook.
Първоначално публикувано от CannedRat:
I think this is pretty fair assessment. The game looks good and plays well for what it is, but the locations are not interesting enough, the loot is not interesting enough, the character interactions are not interesting enough, the crafting is not meaningful... so its mostly about the exploration and some problem solving for the Zombies, but as they are predictably placed, the replayability of any location is pretty low. As the demo is not long enough to see if there is any depth in the mid game or the end game... the rest is a bit of a mystery. Adding more replayability value to all the locations would make for more value in the locations and the game assets. Some sort of dynamic looting, searching rooms, looting zombies etc would add some more complexity to the choices of where to go and how to spend the characters time. Also having a larger amount of low value loot would force the player to make choices... which is essential to grow the depth of the gameplay.

For instance, if the player searched a room , they could discover furniture, luggage, clothing, hidden stashes, etc... all of which take time and effort to investigate, breakdown, possibly carry off and may provide low value crafting resources... but also take up space in the inventory, waste time, add to encumberance etc. This would force the player to think about clearing the area first, then doing loot runs.. but all this costs food and equipment.
At the moment, you clear the zone, loot the containers and never come back... very shallow experience with no reason to re-visit the location.

This is what we call FEEDBACK, this is what the DEVS want.

People coming here and judging the game before the game is even out and while it's still in pre-alpha phase IMO is too harsh.
Първоначално публикувано от CannedRat:
I think this is pretty fair assessment. The game looks good and plays well for what it is, but the locations are not interesting enough, the loot is not interesting enough, the character interactions are not interesting enough, the crafting is not meaningful... so its mostly about the exploration and some problem solving for the Zombies, but as they are predictably placed, the replayability of any location is pretty low. As the demo is not long enough to see if there is any depth in the mid game or the end game... the rest is a bit of a mystery. Adding more replayability value to all the locations would make for more value in the locations and the game assets. Some sort of dynamic looting, searching rooms, looting zombies etc would add some more complexity to the choices of where to go and how to spend the characters time. Also having a larger amount of low value loot would force the player to make choices... which is essential to grow the depth of the gameplay.

For instance, if the player searched a room , they could discover furniture, luggage, clothing, hidden stashes, etc... all of which take time and effort to investigate, breakdown, possibly carry off and may provide low value crafting resources... but also take up space in the inventory, waste time, add to encumberance etc. This would force the player to think about clearing the area first, then doing loot runs.. but all this costs food and equipment.
At the moment, you clear the zone, loot the containers and never come back... very shallow experience with no reason to re-visit the location.

Love your idea for loot! Fully agree! There needs to be more loot and loot pools. Adding what you said for the loot would make this game better!:steamthumbsup:
Последно редактиран от Tomato Jockstrap; 28 ноем. 2024 в 17:20
Първоначално публикувано от Shadow:
Isn't Joe Mexican? Sebastian and Melanie are also implied to be Mexican/Hispanic.

I think you need to be patient. The game is still in production. Perhaps they will listen to your feedback and you might end up with the game you wanted.

If they did what I suggested they would basically have to make a dlc or start from scratch. Its wishful thinking!And I certainly didn't see any Mexican people. They all looked either black or white!
Първоначално публикувано от Tomato Jockstrap:
Първоначално публикувано от Shadow:
Isn't Joe Mexican? Sebastian and Melanie are also implied to be Mexican/Hispanic.

I think you need to be patient. The game is still in production. Perhaps they will listen to your feedback and you might end up with the game you wanted.

If they did what I suggested they would basically have to make a dlc or start from scratch. Its wishful thinking!And I certainly didn't see any Mexican people. They all looked either black or white!

Sanchez is Mexican
Последно редактиран от Shadow; 28 ноем. 2024 в 22:20
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Показване на 1-7 от 7 коментара
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Дата на публикуване: 28 ноем. 2024 в 9:18
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