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Show HN: A friend and I spent 6 years making a simulation game, finally released

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Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#271
post #190
post #92

Hey! Nice game, I Will buy it after work!! Congrats! Now, some question about steam: How they fix the price based on each country (here I can see the price at u$ 3.5). how is the deal with them?, that is the price for all the countries or you fix a global price and they make the cut? I'm asking because I'm moving to USA and I'm staking games here in Argentina because the prices are, sometimes, 10 times cheaper.

3.50 USD?? Luxembourg is 30 bucks :/

"Laughs in third world prices"

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#272
post #188

Earlier quoted context omitted.

Many people consider 'dumb' more offensive to use as an epithet than than fuck is.

Why?

Because "dumb" used to be a speech disability and then became an insult to intelligence which is offensive to those with speech disabilities.

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#273
post #76

Honest question: how much did prison architect and their work inspire you, in terms of solutions to engineering problems?

Honest answer: I have never played Prison architect. Do you see any similarities?

The only similarity I'd see is that trucks play a somewhat similar role to handymen in Prison Architect, except in CoI, they only deliver cargo, while in PA, they do the actual building.

It does make me wonder...internally, how do trucks decide which deliveries to make? Is there a list of deliveries that need to be made and they just pick the top one based on priority, or does their location get factored in at all?

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#276
post #218

Although I'm really impressed by your work (I know what it is to spend so many years on a "side" project), I can't help but feel that in this day and age of global climate/environmental crisis, making the apology of "10000 tons of diplomacy", "resource consumption" and overall expansion at any price is a bit, well, unfortunate. I think nowadays indie games are strong enough to carry a message....

> "10000 tons of diplomacy"

I found it funny.

> I think nowadays indie games are strong enough to carry a message...

Certainly, but not every game has to carry a message. Sometimes people just want to have fun without a game being preachy.

If you want a game that carries a message about climate change, I suggest Fate of the World [0]. Its message is about as subtle as a jackhammer.

[0] https://store.steampowered.com/app/80200/Fate_of_the_World/

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#277

Hey! I have a bug report, related to downloading via Steam. I just purchased the game, but it won't finish downloading. It says "Missing downloaded files". I have retried multiple times. My drives are not full. Here's a screenshot: https://thatsne.at/file/buipxq.png The game looks great by the way. Really good promotional material! My friends and I can't wait to try it.

That sounds like a Steam issue, not a game issue.

In Steam's Download options, there's a button to clear your download cache. Have you tried that? It usually fixes download issues.

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#278
post #191
post #64

Earlier quoted context omitted.

As far as I know, you get no support usually, when you run it with proton/wine. I'm not interested in paying full price and then having the risk all myself. Of course there is the return before two hours thing, but then I also don't wanna create all that hassle. But if a developer makes some guarantees about proton support, that'd be something else, actually.

Takes me longer than 2 hours just to download it :(

The refund window is 2 hours of playtime, not 2 hours after purchase.

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#279

Earlier quoted context omitted.

Among the design decisions that Satisfactory made meaningless by poor balance, Weapons is solidly middling. It would make sense if you had to clear areas of enemies to unlock the ability to build on them, and/or if higher-tier weapons were required to defeat higher-tier enemies (the kittens). As it stands now, it's such a non-mechanic - You get Xeno Basher and are more or less set until enemies are made completely me…

Factorio seems to have a similar issue with its OP Flame Turrets available in early-mid game already... but perhaps it's even worse in Satisfactory ?

It's less a question of balance and more a question of whether the feature actually properly fits the rest of the game. Factorio is designed around the attack waves being a motivator to get better tech quickly - you want to bee-line flame turrets and develop the tech to get self-refilling turrets and self-repairing walls... In satisfactory the enemies only exist to gate off certain map areas and they do that very poorly with sky bridges, instant building (to box in enemies or give yourself cover) and other mechanics that can't be trivially removed clashing heavily with combat.

Re: Show HN: A friend and I spent 6 years making a simulation game, finally released

#280
post #279

Earlier quoted context omitted.

Factorio seems to have a similar issue with its OP Flame Turrets available in early-mid game already... but perhaps it's even worse in Satisfactory ?

It's less a question of balance and more a question of whether the feature actually properly fits the rest of the game. Factorio is designed around the attack waves being a motivator to get better tech quickly - you want to bee-line flame turrets and develop the tech to get self-refilling turrets and self-repairing walls... In satisfactory the enemies only exist to gate off certain map areas and they do that very poo…

If they wanted combat to be a thing, they could use it as a gate - "You can't build here, enemies are nearby". I think they could actually make combat a fun part of exploration in that way, by giving you a limited area you can build in initially and giving you rewards in new buildable land from combat. It would vastly change the game, though, which is perhaps not a bad thing.
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