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My gut feeling is that you're right about the plane, though I think it's worth only going there once per day at the start (especially if you use one of the prime scavengers like Yuri) and then you should just feed everybody as much as they can stand with perishables, just to get them down to zero or as close to it as possible.
That way you get the max benefit out of the food before it spoils. (Also, while dodging the plane is a bit too convenient I can understand from a meta reason why "just tell them not to bring back food" doesn't work; if anything the stuff should have spoiled a long time ago after day five or so).
As for stuff like Fish, ya I noticed tat. Though did you see that ya can cook it and thus transform it into bog standard food that won't give you illness? That'll help. Problem is getting sufficiet stocks of wood.
That siad, the stuff you mentioned about the sickness is damn unfortnate. I mean, I remember punching through This War of Mine by hoarding medicine and trading it while having my own slightly ill or injured people sleep it off, like happens in real life. that is unfortunate otherwise.
I'd like to imagine the refrigerator in the plane, while no longer having electricity, still has a hermetic seal so that, if the lid is kept closed, the ice inside can still keep the food cool for more than a week or so.
And yeah, This War of Mine is far more enjoyable and even easier than this. Also it has a consistent difficulty while Dead in Bermuda gets very easy once you have the cooking pot and fishing rod combo and none of your survivors have more than 30 sickness.
Thanks for your feedbacks. It seems to me that you played a lot of the game, so did you really get bored so much? The game seems to have challenged you, and you seem to have find solutions to what seems at first like impossible problems, so for me it's kind of the fun I like in games, but I guess it depends on people :)
The game IS hard, like survival should be. And it's true that the game is really hard in the beginning, but after you settle up it becomes easy (even too easy). Like survival should be.
It's kind of opposite of what we are used to in games, but well, we tried to convey these feelings. And being a small team, we couldn't put everything we wanted (we would have love to implement several difficulty settings, but it was just not possible believe me)
We added an "easy" mode, maybe you missed it it's in the option menu while you are playing. You can activate/de activate it at anytime, it only lowers dramatically bad states values you will gain.
The game is far from perfect, we know it very well and we'll try to make the best possible sequel based on player's feedbacks.
But just so you know, a post with a title like that on our steam page hurts us small developers a lot, because it's very visible. It's even more sad that you apparently got the game for free, so...
To conclude, if you liked the overall gameplay I think you will like the sequel we are working on, so keep tuned!
I think this game can be a more fun experience if you tweaked a few things in an additional update, also making the meat dryer a little cheaper or the giant marble statue not worsening all your stats like crazy if you drink from it. And finally I felt like doing the actions marked with a question mark (?) did not have any effect on the story, it would be great if they tallied up to for example an alternate ending.
We'll see if we can make some adjustments in the balancing for a later patch.
Getting something free doesn't give that something a free pass for complaints.
Maybe add an achievement where the hardcore-players can celebrate their skills (and endless spare-time) and add an option for the gamer-peasants like me to choose a after-Work-mode in which I can sit with my coke in one hand, my mouse in another hand, chatting with my wife (as she loves the sound and my stories from the game) and let me do something hearthwarming before going to bed. :D
Sincerely, Joe Casual (who is old enough to grow up with nintendo-hard Games on NES and endless time, but now just plays games to get bed-ready ^^)
It doesn't do anything more than lowering the states penalties you gain, so don't hesitate to put it ON, you won't miss anything.
(we should really have named this mode "normal" and the other one "hard"... And make it more accessible. Our bad!)
Okay, now I advanced to day 12, the noob I am. :D
And you were saying there is a sequel in developement? Nice!
BUT it really needs an option to automatically skip dialogue you've already read, and to have results sped up automatically. (and enter key to skip is an awful key!)
Movement between screens should be done with something different than directional keys (something on left side of kb! or custom remap ;) )
a hotkey to bring up char skill screen would be nice too
clicking on an item should bring up a character selection screen for application, showing all characters relevant skill/condition numbers
using an item should ask for confirmation :)
maybe an option to reduce fire/water warnings to only when they are actually below treshold (30% - 1w per person)
/shrug. I've tried a few different strategies, killing a few people off quickly or not etc, and I just can't seem to get past the RNG of how many supplies you get.
As per usual, the solution to stuff like this are settings the player can adjust to their level of ability.
Other factors come into play when you put 2 people on a station: their opinion level also gives a bonus/malus to the outcome, and the more you use a station, less resources it will bring over a large period of time.
AH! And you have also to check the condition level of the station (the XX% number). It gives a flat malus to what you'll get, ie if the station is at 50% condition you'll only get 50% of what you would normally have, after all bonuses/maluses. It can easily turn a 3-6 to 1-3, with the rounding.