- Jan 22, 2019
- 1,753
- 2,204
I mean, how many of you savescum religiously or use cheats in this game? Have you considered why that's necessary and how that could be improved upon? I know it's just the kind of game this is causing so many problems. If you compare this game to like Era-K, I'd say one of the main differences is that this is a number crunching game and obviously massively snowbally. An extra few points in some damage type could mean an extra surround on a girl that snowballs into a shit ton of extra damage/progress, and you really have no way of knowing if that's going to happen until you try it (At least if it wasn't successful before), unless you want to bust out a calculator every turn and know exactly how everything in this game works.
Era-K could be considered more complicated, flexible, even more difficult on high difficulty settings, but it doesn't require save scumming to be successful in it like this game does. When formulas and various shit isn't explained well in Era-K, it doesn't really matter that much. I have at least 300 hours in it and I still don't know exactly how all the skills work, like when it's better to get a skill that boosts troop stats vs when it's better to get a skill that boosts the Officer's stats, but it doesn't matter. The success of the rest of my playstyle allow me to try various stuff and not fuck myself over. Here it feels like you're penalized for going off script. Hell, even when you know the game well enough you're probably still going to savescum regularly because messing up a day every now and then can fuck you over royally. Originally that stuff didn't bother me for quite a while, but the more I thought about it, the more it started to bug me.
I'm wondering if the game is ever going to be balanced in a way and displayed/explained in a way where savescumming doesn't feel as necessary. Where people can make better educated guesses on the best course of action instead of just trial and erroring no matter how much experience they have with the game. Part of that could involve "Simplifying" things and/or explaining why shit happens/works the way it does in ways that a game like Era-K doesn't need to because it's not a snowbally number crunching game lol. Basically, I don't think this game can pull off the "vagueness" that other text games can pull off because of the type of game it is. You want people to crunch numbers, give them the formulas and explain shit to them so they can crunch numbers. You know, play to this game's strengths. Or you could go the other way with it and turn this into a game where it's okay if shit is vague by giving players a bunch of extra leeway, but that would obviously drop the difficulty.
Right now it feels to me like there's kind of a clash between what the game is and what it's trying to be. That's part of the reason why I find it difficult to give specific critiques/suggestions. It's hard to tell what the dev is trying to do. Like some game mechanics make it seem like they're meant to give the players more flexibility and options, like the skills currently for example. But the massive amount of prerequisites means you end up buying everything anyways, usually in the same order.
Though some of those issues seem like they're being worked on, I'm looking forward to an improved tutorial for sure.
Era-K could be considered more complicated, flexible, even more difficult on high difficulty settings, but it doesn't require save scumming to be successful in it like this game does. When formulas and various shit isn't explained well in Era-K, it doesn't really matter that much. I have at least 300 hours in it and I still don't know exactly how all the skills work, like when it's better to get a skill that boosts troop stats vs when it's better to get a skill that boosts the Officer's stats, but it doesn't matter. The success of the rest of my playstyle allow me to try various stuff and not fuck myself over. Here it feels like you're penalized for going off script. Hell, even when you know the game well enough you're probably still going to savescum regularly because messing up a day every now and then can fuck you over royally. Originally that stuff didn't bother me for quite a while, but the more I thought about it, the more it started to bug me.
I'm wondering if the game is ever going to be balanced in a way and displayed/explained in a way where savescumming doesn't feel as necessary. Where people can make better educated guesses on the best course of action instead of just trial and erroring no matter how much experience they have with the game. Part of that could involve "Simplifying" things and/or explaining why shit happens/works the way it does in ways that a game like Era-K doesn't need to because it's not a snowbally number crunching game lol. Basically, I don't think this game can pull off the "vagueness" that other text games can pull off because of the type of game it is. You want people to crunch numbers, give them the formulas and explain shit to them so they can crunch numbers. You know, play to this game's strengths. Or you could go the other way with it and turn this into a game where it's okay if shit is vague by giving players a bunch of extra leeway, but that would obviously drop the difficulty.
Right now it feels to me like there's kind of a clash between what the game is and what it's trying to be. That's part of the reason why I find it difficult to give specific critiques/suggestions. It's hard to tell what the dev is trying to do. Like some game mechanics make it seem like they're meant to give the players more flexibility and options, like the skills currently for example. But the massive amount of prerequisites means you end up buying everything anyways, usually in the same order.
Though some of those issues seem like they're being worked on, I'm looking forward to an improved tutorial for sure.
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