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My suspicion is also that the stories are linked. I'm betting the ship you find in the AoD desert is somehow related to the general storyline of Colony Ship. No idea if the more supernatural "god" seeming elements of the AoD storyline will have some connection.
I think that it is really strange that Colony Ship is developed by the same people who created Age of Decadence. In the latter every fight was memorable and unique, but in the former most fights and even the weapons are very similar. The story is also only mediocre in my opinion: it could also take place in a vault or in a city, because it hardly matters that everyone is living on a space ship. Dialogue choices neither matter, because you just select the answer which meets the required skill level and the result is in most cases the same.
This is exactly the difference between Age of Decadence and Colony Ship in my opinion, because every aspect of Colony Ship just feels generic.
It is interesting that you have confronted me with such a question, but not for example skaudus, who is telling everyone it's a great game ...
In this thread, yes, but ...
... he enjoys every game of your studio:
https://steamcommunity.com/app/648410/discussions/0/3723945543100502908/?ctp=2#c3723945543100863325
... he dismisses valid criticism of Colony Ship:
https://steamcommunity.com/app/648410/discussions/0/3723945543100502908/#c3723945543100513233
... he praises Colony Ship:
https://steamcommunity.com/app/648410/discussions/0/3720566504399899069/#c3720566504399927671
More convenient for you, but certainly not easier to understand! Nice try, though!
Most people who dislike a game simply move on. Maybe they express their disappointment first by posting on the forums or writing a negative review, but they aren't invested enough to patrol the forums for a year.
I saw this thread and knew you'd post here today because heaven forbid the OP walks away thinking it's a good game. Not on your watch, eh?
The main difference, to me, is in the available paths.
AoD has different starts which makes the early game very different and enjoyable to restart as a new character. On the other hand, it kind of funnels the game into a certain direction.
CS has a start game which is always the same. You can make choices about who you side with, and in this sense, wizard1200 straight out lies when he says dialogue choices never matter, as they can cause you to lose a companion, and you still decide to side with this or that person. Not all dialogues are skill checks.
Edit: I meant turn the combat demo into a full demo.
Really? So you are saying that for example selecting "Streetwise 2" instead of "Persuasion 2" during the conversation with McNeil results in a different outcome of the corresponding quest?
1. multiple solutions leading the same outcome to support build flexibility, i.e. if you don't have Persuasion, you can use Streetwise.
2. quest solutions leading to different outcomes or consequences down the road.
3. big decisions that alter the story.
So first, using an example of choice #1 while pretending that choices #2 and 3 don't exist is disingenuous. Second, this design is identical to AoD's design. The game had plenty of skill lines leading to the same outcome and plenty of choices that didn't.
It is not a version per se. Spiritual successor.
I enjoyed AoD immensely, and liked Dungeon Rats. Colony Ships is more polished and have a bit different mechanics. I like it very much so I bought it twice, on steam and GOG.
There are some problems with balancing IMO. Like underdog is genuinely difficult with lots of reloads, and hero is just too easy.
But for newcomers, Hero should be a default difficulty. Going into a game on underdog without knowing how mechanics work will be a super frustrating experience.
Posting such a list without mentioning that there is a significant difference how often these options occur in the game is actually disingenuous. Option #1 occurs more often than option #2 and especially option #3. You 'forgot' to mention option #4, which occurs also often in Colony Ship and affects most dialogues with your companions: multiple solutions without any associated skill leading to the same outcome to create the illusion of choice.