Hey developers - thanks for the update. While increasing the difficulty caters to your most dedicated players, casual players already find the game to be a good challenge. You are risking turning away new players and many others. For example, you cite the benefits of recently added housing upgrades but those are not unlocked for a long time. For those of us who are still climbing the ladder, there is a net increase in difficultly until we reach the top of the tree. I suggest leaving difficulty alone for Viceroy and below so that casual gamers can have some fun, not lose consistently and steadily progress.
THIS GAME IS SO GOOD. Verrrry satisfying and addicting gameplay loop. I also love that you’re encouraged to take on risky challenges in hopes of higher rewards. I bought this for myself, remembering my brother playing city builders/strategy games many, many years ago. I wanted to see what a newer version of this genre looked like and man, my expectations were blown away. In fact, my boyfriend was peaking over my shoulder constantly to see my settlement’s progress and eventually asked me if he could try it . Now we’re taking turns, switching between profiles, each time one of us finishes a new town, as we only have the one copy of the game!! A new and unexpected favorite title for both of us. Thank you!!
I'll miss the old machinery. Never had one explode on me year 1 and open up 4 glades, killing 10 villagers in the process. It's easy to solve, but punishment is severe.
I love how many updates and the responsiveness in the development of Against the Storm. EDIT: Yeah, I get wanting to remove or restrict the End Cycle button. Maybe an option to turn it off restrictions on it, if players just want to reroll? Also, are there any plans to add more ways to influence the next cycle, like banking reserve points between cycles or using long term goals from modifiers/events to grant a next cycle bonus from the start? EDIT2: Also, YAY! A good reason to build roads and NOT make a mono-blob of buildings.
Hey developers - thanks for the update. While increasing the difficulty caters to your most dedicated players, casual players already find the game to be a good challenge. You are risking turning away new players and many others.
For example, you cite the benefits of recently added housing upgrades but those are not unlocked for a long time. For those of us who are still climbing the ladder, there is a net increase in difficultly until we reach the top of the tree. I suggest leaving difficulty alone for Viceroy and below so that casual gamers can have some fun, not lose consistently and steadily progress.
THIS GAME IS SO GOOD.
Verrrry satisfying and addicting gameplay loop. I also love that you’re encouraged to take on risky challenges in hopes of higher rewards.
I bought this for myself, remembering my brother playing city builders/strategy games many, many years ago. I wanted to see what a newer version of this genre looked like and man, my expectations were blown away. In fact, my boyfriend was peaking over my shoulder constantly to see my settlement’s progress and eventually asked me if he could try it .
Now we’re taking turns, switching between profiles, each time one of us finishes a new town, as we only have the one copy of the game!! A new and unexpected favorite title for both of us. Thank you!!
love this new update. Adding some years to the cycle really does help
Can't get enough of this game i really like the new creative updates added later on
and i wish you good luck
awesome
I'll miss the old machinery.
Never had one explode on me year 1 and open up 4 glades, killing 10 villagers in the process. It's easy to solve, but punishment is severe.
Can you fix the microphone feedback at some point?
I love how many updates and the responsiveness in the development of Against the Storm.
EDIT: Yeah, I get wanting to remove or restrict the End Cycle button. Maybe an option to turn it off restrictions on it, if players just want to reroll?
Also, are there any plans to add more ways to influence the next cycle, like banking reserve points between cycles or using long term goals from modifiers/events to grant a next cycle bonus from the start?
EDIT2: Also, YAY! A good reason to build roads and NOT make a mono-blob of buildings.