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This is exactly the problem with the game, as is evident by the sheer number of people, posting the same thing.
This is why I played it for an hour, experienced everything you had mentioned, and refunded, as the game is broken as it stands right now.
Would buy it in the future, but only if they addres ALL of those issues, and either add an endless mode with a Start Trek or Battlestar Galactica type generation ship, so you can cruise the universe, build additional ship modules, mine planets for resources, etc.... or at the very least, they add additional ships for replayability, and have an even start, with fully functional ship, healthy crew and events happen along the journey.
It's not easy to see, but actually planning out your move, considering the order in which you send in people to fix things, which Research you have open, grabbing Assists to tackle the dangerous problems you describe (like 3 dice hazards! Never go into these without full Assists) and generally making sure your crew is healthy enough to take a hit (keep your stress low to get the good between-weeks events!) will do wonders.
I'm liking it a lot, but I agree on one thing - unlocking additional ships would be cool!
The situations you describe with punishing injury combinations (i.e. the 50% chance one) can be dealt with using assists or various research cards.. in games where I have made it to Mars I frequently send guys to other rooms to gather food/pick up assists/repair the ship rather than fixing a room.. and if it is a particularly nasty room with void/injury combinations, I'll often leave it unrepaired the whole game.. particularly if it only does one point of ship damage (because repairing it just runs the risk of it being replaced by a 2 damage event)
I think people get fooled into thinking they must fix every event, every turn, and this is not the case.. once you realise that, there is a lot more depth to it. The fun part is figuring out how to do the bare minimum to stay alive each turn.. once you 'get it', you'll likely win more than you lose.
This is the kind of comments that i find rude and agressive, even if said politely.
It is like "i beat the game so shut up or go play Solitaire"
I'm into 66 minutes in the game, that means 7 or 8 games tried. All turned bad after 3 or 4 turns.
= too many events, too many injuries from dice, too few means to regain dice, stress or health each turn, too many negative "side projects" that are not projects but punches in the head.
http://steamcommunity.com/sharedfiles/filedetails/?id=599595516
Starting to be fed up
It's absolutely different from hardcore roguelikes where your choices or strategy can save your soul.
So what ? make 100 tries untiil i get the perfect serials of dice rolls ? Pfff
I allways compare this kind of games to D&D : would you play several times with a DM whose dungeons are allways wipe room 1 or wipe room 3 because of too few power for party and OP monsters or traps, never get to floor 2 ?
Since i posted this 30 minutes ago i played at least 5 new games
= feeling like hunting tigers with mashmallows while thunder is not supposed to strike me and my shoes are too small, hurt my feet :(
http://steamcommunity.com/sharedfiles/filedetails/?id=599609490
This game fails for me because its just not fun I'm afraid. If I can't effect the game in a meaningfull way that doesn't rely purely on luck then its apointless exercise IMHO.
Additionally, I think people are simply not informed properly about some of the game's mechanics.
For example, on the screenshot "no fair events" few post above mine - all crew members have critical stress level. Do you know that that is exactly what is causing those bad events? You need to try and keep stress level low. I know it's not always possible and it's maybe not the most important thing, but 100% level for even 2 crewmembers is basically game over, unless you would do much better overal. With low stress level you get nice events that will help you.
I have won the game twice. The second time I did it without ever eating human meat (BTW, I was disappointed it didn't change the ending :/).
My biggest hint is this: if you loose a crewmember in the first, hmm, 3 or maybe even 5 turns, just restart the game, you didn't make it, you'll just waste time and get frustrated. You really need all crew to keep up with bad things.
Another hint - make it your first priority to always have at least 4 dies on each crewmember, if possible (meaning - unless a crew member would die or ship would be destroyed). This is critical, because dices are everything and they can get you everything. Sometimes you will get to 3 of course, but try not alow situation where any teammember would start a turn with just 2, that's just not enough for anything.
I do agree that the starting of game is not flashed out enough. It is so much easier if you get one or two events in the first few turns in the place where you can grow food, because you can fix the problem and get food at have a chance to grow food (for example you can fix the event with 2 crew and then join with another one to get food and give some bonus to all 3). All in all this part of the game is very random. But if you managed to get to let's say turn 3 with all crewmembers with dices at 4 or 5 and good enough health (this also mean you probably have low stress levels), then it's up to you. The middle-end game then is really really fun and satisfying. It's still very hard, but you have more options to deal with it.
I lost 3 games around middle/late game, by my fault really, I was careless and made some mistakes. Other then that, I of course lost several other games around beginning/middle game, because the start was hard (and I probably didn't do everything perfectly as well).
Overal the game is fine, there is randomness involved (well, a lot of it really), but there is a lot of strategy as well.
When you saw dice in the screenshots, you should have known what kind of a game this is.
This is, at its heart, when broken down, a solitaire board game consisting of random dice rolls and card draws similar to cardboard solitaire/co-op board games Forbidden Desert, Elder Sign, Pandemic, etc.
Cardboard solitaire board games frequently have unwinnable conditions. If the devs wished this to not be a board game, they would have not incorporated the dice element. What your'e asking for is more elements to mitigate the dice roll to make the game easy and ultimately, less interesting to play, or removing the dice mechanic in favor of something else.
Heroes of Normandie (based on the cardboard game) had similar rng dice complaints. The devs caved and put in a loaded dice option, lol.
Maybe they could add an option to remove some of the more punishing event cards.
Maybe it's marketed poorly, but I put in my review that if you don't enjoy that ^ type of gameplay, then you won't enjoy this game, but if you still enjoy a hard-fought, drawn-out loss, then this game is for you.
I kickstarted the game Hostage Negotiator[boardgamegeek.com] last year. Each die has a 1/3 chance to give you a success. Usually you roll 2, but you can roll anywhere from 1-5 depending on what's happening and what you're doing, and every time you roll dice you generally need 2 successes or else something bad happens.
It's quick, I've played dozens of games, and maybe I've won 3-4 of them. Everything can be going well and suddenly the abductor decides he's going to kill the last 5 hostages, or you can be on the cusp of losing and suddenly you pull off a daring raid that saves all hostages and kills the abductor.
All you can do is set it up and hope it works.
This game is the same thing, but in video game format instead of decks of cards, mats, and dice.
That being said, I think the pacing at the start of the game will make or break the game as a whole. As it stands, all too often the third week is the breaking point for new players.
Considering that Steam's refund policy requires less than two hours of play time, that becomes a mental barrier for most players. If they aren't having fun within the first hour, they need to make the decision to request a refund.
Right now I think the only adjustment that needs to be made are the starting conditions. While there needs to be tension right at the start, there also needs to be a certain level of optimism through the first third of the game (weeks 1 to 3). The start of week four is where the effluent hits the rotating device.
To that end I would recommend a slight bump to the astronaut stats at the start of the game:
1) Minimum of 3 starting health per character, minimum total health of 16, maximum total health of 20. Start with 3 each and distribute 8 across all characters randomly
2) Minimum of 2 starting dice per character, minimum total dice of crew of 12, max of 16. Start each character out with 2 die and randonly distribute 8 across all characters
Optionally make the above set up the "Easy" or "Tutorial" mode. In this mode stats etc are not counted to in-game unlocks or Steam achievements.
This sets up a bit more advantagous starting position but more importantly shows new players that there actually is an option to take on other activities other than fixing incidents. This in turn makes players think of other strategies without frustrating them to the point of hitting the "refund" button.
Otherwise, bring the pain.