Hmm... probably not, I think the creation in the game is mostly about getting equipment and abilities for the combat. Kinda like X-com, just building your base without all the need for new weapons, improvements, etc would be a bit boring.
Hmm... probably not, I think the creation in the game is mostly about getting equipment and abilities for the combat. Kinda like X-com, just building your base without all the need for new weapons, improvements, etc would be a bit boring.
Thanks!
Not likely, this game was designed for PC.
Thanks!
Thank you for the compliments.
Thanks!
Thanks we really appreciate it!
We hope to release a public alpha real soon.
Thank you!
It's been through so many iterations...
Ah, but if they can use the dark arts to fight the darkness... they might just be desperate enough to try. Know your enemies better than you know yourself, as Sun Tzu said.
Women are safe enough at least :)
Yes, we have plenty of plans. We plan different damage types, and giving weapons more "character" so that shotgun for example will have area damage in a cone in front of the attacker. Also weapons based on the occult are planned.
Our art director agrees with you on this :)
Thanks for the feedback.
Yes, the reaper has ranged attack and there are other ranged creatures as well.
Planetbase looks amazing. Good luck, I hope your launch goes great.
This game looks awesome. Watching it. Let me know when you're on Greenlight I might be able to help (going through it myself now).
Our art director would love nothing more :)
Help us on Greenlight: Steamcommunity.com
My thought as well. Thanks for the vote of confidence :)
If you ask me, at this stage in development, focus on whatever will explain how to play the game, or at least the basic knowledge from which the player can learn the rest by himself. Try to do it in a way that will not bore the player quickly (like tons of text all at once), but on the other hand something that you don't have to put too much efforts in, since as your game and UI progress, you will have to redo it, so no point in spending crazy time to make a perfect tutorial for a non-final game...
Thanks, we really appreciate the support!
Sure, gladly.
For starters, having to equip the axe then the pick then the axe then the pick is a bit annoying and I'm not sure I see the added value to the game. Maybe just use it automatically from the inventory as long as you have one?
Second, interaction with the world is inconsistent. For example you have to click to chop trees/mine (BTW, it's a bit slow and annoying, but I guess once you add a chop animation it will be better. Maybe click and hold instead of clicking again and again?). But to craft and interact with the shops you need to stand next to them and press E, which I figured out by chance.
Last, once I opened the crafting dialog, I spent a minute or two trying to close it and couldn't figure it out, ended up closing the entire game.
Another thing that would improve user experience dramatically, specially with a complex game as this, is having some sort of tutorial/introduction. It doesn't have to be a step by step tutorial, but something to teach you the mechanics of the game instead of overwhelming you.
I like this style, can definitely see where this game could go.
Still lots of work to do, I recommend polishing your UX before adding new features, it's a bit exhausting to play as it is.
Thanks! Being big fans of Rimworld ourselves, this means a lot.
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