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When you think about it you can't really dislike it all in general as it'd make no sense for you to buy it later if you disliked everything about it in general. Would be like deliberately buying rancid food scraped off a public bathroom floor for lunch if you didn't like it so much that everything was undesirable in general, if you see what I mean. LOL There must be something attractive to you about it if even now it still has you thinking it is a possible future purchase. Would be interesting to know what still has you feeling drawn to it or still considering it despite perhaps a bad first impression so far.
- Don't care for the graphics
- Don't care for the 2D change
- Don't care for the physics of it
- Basically, I don't care for everything that makes it not a creeper game.
- Don't care for people that think they know how other people should/do think
I simply had other expectations of what it would be - I get they need to change it up and that's great. It's just not for me.
I disliked Creeper World 4 in comparison to 1,2 and 3 as well, I felt like the extra dimension diluted it somehow. But my dislike was a dislike of the different mechanics. In the same way I disliked the extra dimension that 4 added, I find I really enjoy how IXE is able to reapply the theme and mechanics of the first three and also Particle Fleet in another interesting way.
As for IXE, i used to play pixel games when i was young. This brings back some of those and i definitely like this a lot more than Noita. I already spent hours on this replaying different missions. I don't understand all pixel types yet and there's some actual issues of UI elements being too small (i'm looking at you tiny button in chat bubbles), but it is very enjoyable game so far.
There are a few issues that are issues of "DEMO only" and not represent the full game:
- You have only limited amount of units. This might still be true in campaign missions though.
- There's so few types of units we can use. Obviously there's more in full game, we see that in store screenshots already.
- Lack of missions and gamemodes... duh.
- Ships are very weak compared to how strong the creep is. This i'm not sure how to take it, maybe it's just issue of not having unlocked better ships yet. We have only few upgrades to actually get level 3 firing rate. Even then it takes a full fleet to advance towards a single point of creep source and sometimes still not advancing at all. You can't re-fill a hole you have dug, the creep will dig through shield quickly. If you move 1 ship away to try a different tactic you get overwhelmed and lose.
Default keybinds were off the mark. I changed Spacebar to pause (instead of P) because you need to pause a lot in game like this. You need to move hand away from WSAD to reach P. Then clear cursor with Q key. Unbind whatever was in Q, mousewheel zoom?
Energy generation is also...eh. I just built all reactors right at the start and never had to worry about it ever again.
Other than that, is still the same old and fun CW game. Its like a mix of PF and CW2 and I enjoyed a lot these games.
What's wrong with the graphics? Is it just because it's 2D? Is it more of a style thing where you don't like the "retro" look to it (although it's doing things that retro games couldn't do)? Would you prefer a cartoon or painted look or digital art or the cute digital drawings of CW1/2/3 and then you'd be fine with the graphics or is it really just that it's 2D and therefore it wouldn't matter what the graphics were to you? The developer explained that the graphics were in part dictated by the game design and gameplay and the physics engine as it is a per pixel simulation running many times per second for all the pixels that allows the fluid motion as well as sand, particle interaction for the chemistry reactions and so on and therefore brings something new to the table.
What's wrong with the physics? How can they be improved or changed to play better? Is there some specific change to it you'd prefer, just one element like the sand going strange for you or a game where you can contrast it with? A bug you spotted? It seems to work fine with the different materials moving as one could expect and interesting chemical reactions and interactions being possible, adding new gameplay.
It's quite similar to Creeper World 2 in some ways and that is indeed a Creeper World game.
If that last snide point is aimed at me though you can stick it as it was uncalled for as you are replying to me when I was in conversation with someone else, ironically. I was asking perfectly reasonable questions on a public forum, which this is, and didn't claim that anyone's opinions had no personal justification or merit and in fact I did the opposite by giving the time to ask for more clarification for more of their opinion rather than just dismissing someone off hand as people tend to do when someone doesn't like a game on a game's forum. That attitude exists purely in your own head. You can love or hate a movie or any other product or work of art but if you can say why you feel a certain way, then it's actually worth listening to all the more and can have a realistic impact on current or future things as there's actionable information there. Alternatively people can sulk and throw the toys out of the pram and wonder why they don't get what they want.
Like The Blob horror game but it's all gone way past fighting it with fire extinguishers or liquid nitrogen? I guess if they could get CW franchise to be big enough that they can licence it out to someone to do a spin off... :)
Would be pretty wild but could be tough to pull it off and make it all balanced and have that CW feel!
There's some good points and questions raised here. Some of this could be just beta stages but also could be pitfalls if it continues into the final release. A bad interface for instance is never a good thing and it's easy to forget some people are running UWHD and so on.
For the units it's going to be a balance thing I suppose. How big can they make the maps and how much threat can they have to justify letting you have massive fleets without it just being a cakewalk?
There is a good wiki IIRC that explains the interactions. Some look to be quite useful or perhaps situational for the puzzle aspects of certain maps, maybe offering a boost or an alternative route. It's worth reading as it's hard to remember all these things even if someone mentions it on the forum.
Another good point. If the interactions don't seem useful enough or fun and interesting enough AND the devs don't design the maps to teach people these things exist and are fun/useful they could just get obliterated by digging. They maybe need to add more to this aspect to make it worthwhile and interesting or else it could be overlooked and a lot of players won't enjoy it or experience their concept as they'd hope.
So far the generators seem to be best just planted right away in a safe spot (either obvious or from failing once) and then you rely on that long term boost. A little stale maybe? You have no incentive to move or rebuild except if you lose it and then you're probably in real trouble anyway, as per most of the games (apart from Particle Fleet which was more dynamic and allowed for recovery).
I like the idea of the blending of PW and CW and bringing back some feel of CW2.