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Also the developer keep giving excuse or reasoning when so many people suggest/complain about it already, rather than listen to their customer to make a better patch.
Once you get over the hurdle, it isn't that super difficult. Second run with Level Restart turned off and I'm all the way in the second last stage now. Still pretty ♥♥♥♥♥♥ because I didn't fully understand a mechanic which had me losing my fully kitted car and two characters D: but I've (almost) bounced back from that. Pretty fun game.
In terms of replay, I'm not sure yet, but this is my third game and I'm still discovering new mechanics (Kidnapping everyone wtf) but that might run out in 3-5 games? idk. The story itself seems pretty static so far (unless proven otherwise?) but I like it for its emergent storytelling anyways. Like the lady who kidnaps everyone she sees :P
All said, there's more content than you first expect, but its not a lot when you compare to contemporary roguelites. At its best its trying to sell an experience/ambience, at its worst its a mess of mechanics and UX tripping over each other. I'm still having fun though, surprisingly enough.
I think this difference in play style is part of why people are so negative about "unfairness"--because in my opinion, the point of the game isn't necessarily to beat the game, it's more about the journey and story you create in each playthough. If you play expecting to beat the game once and be done with it you will probably be disappointed. The game has a ton of replay value, and the interesting part is the choices and encounters you experience each run. Once you start to master the mechanics you'll find that a lot of the "unfair" situations are actually very manageable. The game gives you a lot of tools and strategies to deal with encounters, but depending on the loot you find and the layout of a level, they won't all be available to you. As you play the game more you learn what items are out there. You figure out when you're unequipped to deal with something and should just nope out, and when you should spend time looking for specific weapons or items that will help you deal with those situations later. It's very well balanced, but due to its survival-oriented design sometimes it can feel like you're powerless. When you find yourself in an unwinnable situation, it's almost always because of decisions you've made over the past several levels and things have finally caught up with you.
I'll be honest, a lot of negative reviews also seem to just want this game to be a different game entirely. They didn't get what they expected and feel like it's the job of the developers to change the game to fit the model of some game they have in their head. One thing I keep seeing is people complaining about how killing monsters makes noise and summons more monsters. The game is designed to keep you on the move--killing an enemy is just a way to buy yourself a little time, and there's a cost to that time. You're not meant to be able to control a situation, only to stave off the enemies for long enough to grab some gas or loot and GTFO.
A lot of negative reviews also say things like "each person can only carry one thing and you can't store items in your empty van? Can't unequip a backpack and give it to another person? UNREALISTIC! IMMERSION BREAKING! FIX THE GAME!" To me these comments just seem genuinely silly. The developers have made explicit decisions as to how these mechanics work in the game, which have consequences the overall design and shape how it is played. Even if it doesn't "make sense" that you can't store an extra item in the empty seat of your car, it also wouldn't make sense if the van was just more powerful than every other vehicle. Everything in this game has carefully designed trade-offs that make sense within the mechanics of the game, and it just seems absurd to me to judge game mechanics based on if they "make sense" in real life. Are these people also complaining that it doesn't make sense in other games that eating food heals your bullet wounds, or that you can carry hundreds of tons of rocks in your inventory?
Everyone is entitled to their opinions, and Overland is definitely a punishing game that won't be for everyone. But I think it's very well designed and balanced. If you're on the fence about buying this game you should watch some gameplay of it, and you should pretty quickly be able to determine if this is the kind of game you'll enjoy.
If you made it this far, you might also want to check out the review I wrote for this game, which talks more about the game itself, rather than just being a ramble on what I've seen other people say about it.
I think diferent gamemodes could satisfy the people like you that loves the game exactly as it is and other people at same time that looks for a different a experience.
in my point of view here dev has at least 2 options
1 say "we made it. some people love our game and can apreciate the hours and effort on it"
2 try to use the job done to offer a good experience to more peolple what implies more work and not necesary more money. But could be a good try to revert situation.
I do agree that the game could use some difficulty settings to help people enjoy the game the way they want to. I see the developers are actively working on that, and trying to emphasize the level restart feature, and I hope that these changes will help more people enjoy the game. I just don't think it deserves so many negative reviews I guess.
2. I love survival games.
3. This is neither.
I guess I thought it was gonna me more like a technical survival game and less like a dumbed-down mobile game stressfest.