>another survival colony building game
>"b-but this one's different anon!"
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>another survival colony building game
>"b-but this one's different anon!"
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Not my problem.
I'm busy playing Anno 1800.
Actually, it is your problem.
Post feet
I find it funny how indies are just as creatively bankrupt as AAA
I have yet to see a "spiritual successor" that actually feels like the original.
>AAA has the budget but it's all graphics, ragdoll physics, treadmills, microtransactions and "player engagement"
>AA is AAA but the game isn't finished
>A is mobile games
>indie is forgotten 99% trash, 0.9% porn, 0.1% an overpopular game everyone won't shut up about and it's not that good anyway, also the programmer thinks he can do the art
Who knows.
Stuff like Timberborn seems to be chugging along just fine right now but I can cast a glance over at, say, Space Haven and wonder if it was always a scam, like DF9.
>Project Zomboid.
This one is depressing.
A competent developer could just remake that "game" in an actual game engine inside a year, with multiplayer and NPCs.
But they shouldn't because the zombie genre is and always has been trash whenever someone tries to make it depressing, "No guys this magic virus is totes srs, really, and dead people will literally climb on top of one another and move like olympic sprinters to eat you, even when famished, rotting, buried or drowned, also everyone's infected and there's no cure, also my everything proof shield says you can only kill on headshot, also here's undead children and cannibals".
To play devil's advocate:
When Zomboid development have started, it was the peak of the early 10s zombie craze. Them "subverting the expectations" was an added bonus of how unforgiving the game looked.
A decade have passed. In the meanwhile, everything and everyone moved on, except for that game.
Subverting what?
When it was announced, the industrial standard was that zombies were just a chaff to kill by the dozen, regardless of media. So obviously bunch of shitheads decided that they will be instantly cool kids if they make not as much zombies dangerous, but PC absolutely horrible at dealing with them, while also only being able to deal with them in a super-restrictive way (multiple swings needed, tiredness, panic, crowd debuff etc).
Besides, once you know how the game works, is an incredibly boring survival open world crafting game, and the zombies are a complete non-issue. All there is left to do is just keep watering your garden and maybe go for a hike once per week to collect firewood (or just fortify somewhere where its readily available)
>pic
factory town is comfy
Looks cartoonish
It's also comfy and a good game
What are your computer specs
built in 2018
GTX 1080, 16GB RAM, i7
Nice rig
It's not particularly cartoonish. The art is just bad.
You forget about it fast, usually around the time you unlock cloth belts and realise you need them because workers are a limited commodity (unlike real life).
>scbg but you're a nomad clan who raids colonies
>tfw no rts game about rise of Mongol Empire where you play as Mongols
>because workers are a limited commodity (unlike real life)
They're supposed to be but nowadays we just import more workers from some third world country.
indies spent all their energy on making basic shit works and ran out of steam before it works or make game appealing and intriguing.
Manor Lords is looking interesting. Something fresh, but I am not buying anything on launch, ever again. I will let the plebs buy it and describe the state of things.
>Vaporware "created" to siphon EU start-up funds looks interesting
I had the same feeling
>Early access, coming soon!
>Last updated 3 years ago
Even if game is regularly updated but remains in early access for 3 years I would call that a red flag. Or perhaps I expect too much, because to me game should get into EA only when it's mostly done and should be finished within 2 years with maybe some not drastic delay.
How fricking hard is it to finish city/colony builder?!?!?
They start, add basic shit, don't plan for the end game, don't ad more then one building model for majority of buildings and leave it there like what the frick
It's not about it being hard. It's about how the whole early access model exists.
Let's bring a game that, while not a strategy (but still a survival colony, lol), is the epitome of everything wrong with early access business model. Project Zomboid. That game is in early access for a DECADE. The actual development pace barely existed for majority of that time. And if not for a single update that got spotted by some twitchy youtuber, the game would be just still be somewhere in the corner, rather than sudden rebound of popularity.
But why not finishing it? Why keep the early access? It's simple: you take absolutely ZERO responsibility for anything, while whatever money there was to be made on your product was earned in the initial 1-3 months after first build got released. Then it's just the 80-20 rule, where no matter what you will do with your game, it will just bring less and less money back... so why bother? You already earned your cash, you can now abandon the project and be done with it.
At this point this specific genre doesn't even sell expectations, they just throw at you early access, barely-playable alpha build, rake dough it can bring and on average, abandon it half year later, because there is absolutely zero profit to continue.
And whoever thinks indie devs are making those games as passion projects: lmao.
>And whoever thinks indie devs are making those games as passion projects: lmao.
Some of these devs are just extremely autistic and stupid instead of just being scammers that keep their games in early access for 500 years. Though they are a minority.
Pic
>Plural
It was a one man project, that's for starters.
Second, and far more importantly, the game keeps adding new shit, solely to pretend it is still "expanding", whereas it's a finished (and fricking SOLVED) game. But hey, new colours of science packs, this totally adds to the game and not just to pad it out while still charging full price!
>It was a one man project,
hasn't been a one man project for years moron
Nta, but are you ESL or something?
Like do you know what past tenses are?
go further back in the reply chain you fricking wienersucker
Point taken and I am corrected.
Only one of those is mine, but hey, whatever, schizo. I don't even know what the frick you are trying to project.
dunno, factorio devs would disagree. They had EA and they released a fevblog with statistics about income, and those statistics showed that code added even years into EA was quite worth it.
literally all the same person
probably a seething scam artist that has deluded himself that he is making his "art vision project" that is no different then any other shit in the septic hole of early access """"city builders""""
Meds
Maybe they could make Early Access pay half now and pay half when it's finished? That would be good for dev and player. Dev gets a boost in income but not so much that they don't need more money plus a guaranteed payout when they finish, and players get a cheaper game. Although it would be a problem getting people to pay again later so Steam would probably have to take the full amount at the start and just withhold the money.
>t. Gabe
Steam should also get an extra share from both the player and the dev as a charge for the service of withholding money.
t. fat frick gabe
>Maybe they could make Early Access pay half now and pay half when it's finished
Are you like 5 yo or something?
Like how dumb can one be to not see how to exploit the shit out of it, along with it not solving anything at fricking all.
No the solution would be removing the refund limit for EA games.
>Game not finished
>You can refund it at any time for any reason no matter how long you owned it or played it.
Unlimited would never fly (plus you would end up with people refunding it few hours after each update). But consider this:
You can refund it fully if you owned it for, say, 2 years, and it's still EA. Any dev that has their game in EA longer than 2 years is not going to finish it, ever
>misquotes Pareto to back up his cringe doomerism
It's all so tiresome, frens...
... you sure you've replied to the correct post?
>>80-20 rule
Pareto
Definitely a reply to the correct post.
I've got to ask now what the frick you are babbling about, homosexual. Because given you insist you replied to the correct post, it stands to reason your reply should make sense in the context. And it fricking doesn't.
"Fren"
The "80-20" of the first post is a clear reference to the Pareto principle also referenced by the second post. It seems highly improbable that the second poster would have quoted the wrong post while also accidentally referencing the Pareto principle.
Same: the frick stating the obvious 80-20 rule has to do with doomerism? Or are you one of the brain-dead consoomers that will just insist the product will "finally" be good one day, you just have to patiently wait for it. And when asked about your fricked up consoomerism, start shitting himself about "le poorgays".
if it so easy why don't you make one?
Its pretty easy to make a prototype where the core gameplay is in place. It can seem barebones but honestly any game is pretty simple if strip away all the polish and bloat.
so yeah what
said
>endgame
Is a bit of a cursed concept for city builders. Its fundamentally a sandbox toy more than an actual game, and trying to make it have an end is usually going to go rub against the core sandbox conceit.
>f not for a single update that got spotted by some twitchy youtuber, the game would be just still be somewhere in the corner
>whatever money there was to be made on your product was earned in the initial 1-3 months after first build got released
Which one is it?
that's a neat idea but difficult to reconcile having indirect control of units with a high complexity combat system. Its like having a minigame the AI plays for you. Though Dwarf Fortress combat reports are very amusing.
>lords and villeins (ea)
>against the storm (not released)
>odd realm (ea)
All of these do something different to your typical boring survival colony building game. I don't play (let alone buy lmao) early access games, but these 3 caught my eye.
I'll just leave it here
Factorio, Rimworld and Slay the Spire were the worst things to happen to indie games
>these games with basic-ass gameplay got away with being 20-30$!!! That means my basic-ass rip-off game can also get away with being 20-30$!!!
And they don't even really clone good games, it's always some bandwagon shit like "roguelites" or "colony management". The most blatant one I've seen was a game that looked like a recolored Oxygen Not Included but it was managing things in Hell.
literally whats wrong with those games
>basic-ass gameplay
the frick does that mean, literally every game on planet earth has some "basic-ass gameplay", this is actually just a moronic buzzword that means frick all
>factory builder that is overrated by autists and you spend most of the time waiting for the next piece of progression while stopping biters from wiping off your progress
>futuristic colony management game with almost nothing going on in the base gameplay because it's that shallow
>roguelite deck builder game that gets seriously repetitive after a while and has fostered e-sports levels of garbage discussion and tryhards because of the Ascension system
I'm thinking about the first 2 games and how much of a cheat code it is to make a game easy to mod, people will end up playing it for thousands of hours with community-made content and then say the game itself is great even though what they mostly enjoyed was content made by other players. I had fun with Rimworld but that was with a significant amount of mods. I only played a little after they released the first DLC, and I heard the developer tried to turn it into the Sims with the second DLC in that you're supposed to "roleplay" the colony's religion and because of that it's also incredibly easy to exploit for free mood improvements, like how Sims is supposed to be roleplayed but you can just as easily make a godlike Sim in a super decked out house.
Not really that poor but I played far more creative flash games for free than what is usually sold for 20$ on the Steam store. I've got standards and I tend to pirate games, but if I didn't like them when I played them for free then I doubt I would enjoy them while paying for them, even with the "sunken cost" trying to justify it. Hell, Factorio and Slay the Spire I do own, didn't play the former all that much while I got a few dozen hours in the latter.
How poor are you?
>Factorio, Rimworld and Slay the Spire were the worst things to happen to indie games
Add Limbo, FTL, Binding of Isaac, Undertale, porn jigsaws and every visual novel ever to that list of poisonous trend setters.
>noooo why are devs making games people who buy games want instead of pandering to my niche of people who will pirate it and complain about it no matter how good the game is?
Make your own games if you aren't willing to put your shekels on the table
>Frogposter
>moronic
Checks out
This.
This anon gets it.
correct
losers
cope
>shitting on Factorio
Bait
>Reading comprehension
None detected
Fricking contrarian, if the games didn’t take off you wouldn’t be saying that shit
>Marketing? No, never heard about it
The perfect consoomer
If the games didn't take off they wouldn't be so shamelessly ripped off
Colony building games are the new open world survival crafting games.
They are the same, just on different scale - rather than controlling a single dude, you have few of them. Then there is stuff like Medieval Dynasty (and its offshots) that blend both things into a single game: you have a single game and standard survival open world crafting, along with colony building and pop management stuff
Let's pitch our own ideas for survival colony building game:
>survival colony building game but undersea and you build underwater bases
>scbg but in Wild West and you're build western town
>scbg but it's quirky "adaptation" of George Orwell's "Animal Farm" and you're playing as animals
>scbg but you're cavemen in prehistoric era
>scbg but in feudal Japan
Wouldn't be surprised if some of them already were made.
Survival Colony Building Game but your units are all ghosts.
Survival Colony Building Game but it's actually good.
Nah, that would be too much effort.
Rofl.
You manage a space station that acts as a trade hub somewhere in civilized space, and you have to manage both logistics, personnel and visitors to make the hub prosper and thrive, which is essentially the story line. You can order various things to be delivered to your station, but to get more important things you have to go out there yourself and engage in some arcade-style space shooting or a top-down space dogfight with other ships/creatures or a top-down shooter depending on where you have to go, possibly both. The reward is always something critical for further hub development, and as the hub develops it becomes a juicier target for bigger factions.
>scbg in a magical realm whose magic is rapidly dying
By that I mean literal ivory tower dwellers who have to leave their crumbling abode, venture into the wilderness and get their hands dirty to survive. Not much longer will they be aided by summoned helpers, potions that cure every ailment, or enchantments against all harm.
Soon their crystal staves will be as good as firewood. Their priceless artifacts - mere baubles to barter away for a bag of certainly non-magical beans. The stars refuse to reveal what the future has in store for the humbled sages and their disciples.
So it's like a second tech tree except you "unlearn" techs with time?
More like early game bonuses. Before the wizards flee their remote sanctuary via an unstable portal, they get to produce useful items from their bottomless vaults and take as much as they and their beasts can carry. Practical items like tools and books, potion ingredients for an easier start, finest weapons, maybe even a horn of plenty for free food.
Packing light is worth considering, though. Too much magic interferes with the portal's cohesion and makes for a bumpy ride. After the camp is set up, there's no telling how long these magic items will last and how accustomed the settlers will be to the comforts they bring. The most potent ones might even implode with great force as their essence violently burns out. The wit and willpower of the sorcerers will be tested.
It goes from cool to mundane, huh? Maybe it doesn't have to, the world could still have things that evolved and adapted to live without magic. It's not the end, but just another chapter.
That's kind of cool. The game starts off easy because you can use your magical crutches but you have to wean yourself off them as they run out. You'd be fighting the fact that it's a game about losing things and feeling bad though. Maybe one of those ideas that's more interesting than fun.
nta but I think it could work if you were trading
you're losing cool things but maybe you gain something new and cool along the way
Oh look, it's another shitty "MUH GRITTY REALISMUS" idea.
Consider drinking bleach
>It's impossible to be better than anyone else the real world
Says more about you two than anything else.
scbg but it's an rpg hybrid.
Survival Colony Building game where you're building atop ancient ruins but you can occasionally send a unit 3000 years back in time which will change the shape of the ruins in the present.
scbg but Sci-Fi trading port
you need to build big warehouses to compete with the nearby ones, send out and defend from agents performing industrial sabotage, and start an amazon-style delivery service where your highly customisable delivery ship can be refitted to take bulk goods, exotic animals or people, at speed, fuel efficiency or environmental protections if you picked a port on a nasty planet
you don't micromanage your workers, design their workstations or their homes, you simply build the room, designate it and set the rules your managers will enforce such as "No-one <40 IQ should drive a forklift hovertruck"
later on your challenges should be upgrading to a bigger lot (with a larger rent), making long term contracts so you're not just another warehouse hoping a ship will come in tomorrow with a job to do, and training with the local militia so when space vikings try to colonise your warehouse complex, you have some friends who will help encourage the vikings to pick your neighbour's lot instead of giving you a game over
oh and clowns, clowns are bad
>dwarf fortress but with GOBLINS
>it has a tropico vibe where you have to fight to keep power or get couped by another gob
Colony survival game but you are housing exiled mages and witches, who are all very able and powerful but also extremely prone to fricking up on a massive scale.
Development is a balance between growing and making. Sure some random frick doesn't autoexplode themselves and half of the city.
cpg without the s
>scbg but it's not a tower defense "management" game. Instead of bullshit happening to you being the core of the game, you and other players intentionally attack each other.
Survival Colony Building Game but it's actually a porn/breeding game
Please I just want a game with good breeding simulation for once
But this one already exists? It's an indie game, but I can't recall the name for shit now.
There's a couple breeding porn games but their genetic simulations suck shit
I guess Rimjobworld counts too but
>Rimworld
Free Cities
Not that anon, but thanks for reminding me the title. Been bugging me since Monday
Based.
Don't forget to install pregmod which is really the main development branch after the original dev sudoku'd.
I just want a colony survival game with a decent combat system, be that like x-com or men of war
As long as it's fleshed out and feel well connected to the colony layer
Rimworld with Combat Extended, while not exactly that, is somewhat close.
Is Timberborn any good?
If you can entertain yourself with hydrological engineering projects it's pretty nice. Otherwise it's a fairly standard colony sim except you can stack buildings.
Dwarf fortress and rimworld with combat extended are about as far as the rabbit hole goes. I prefer dwarf fort over the two, but rim world is easier to get into but way more fricking expensive since dwarf fort is, well free (at least until the 20 dolllarydoo steam version)
anybody here constantly playing cheap as frick steam games
I want to make one too help.
>AAA companies are greedy, small devs will save the industry
>EARLY ACCESS SINCE 2010
>AAA bad
Woke
>Indy bad
Broke
>This is an industry like any other, existing to make money first, second and last
Bespoke
Pottery
IDsoft and Mojang were indie companies once, that's no excuse.
>This is an industry like any other, existing to make money first, second and last
That's no excuse for poor working ethics and delivering unfinished products after promising it will be completed.
>IDsoft and Mojang
And now they are "literally who", so I'm not even sure what you're trying to achieve here
>That's no excuse for poor working ethics and delivering unfinished products after promising it will be completed
And you must be 18 to both use this site and get the point
Absolutely piss-poor bait.
I wish a colony game would let me do colonialism
>t. low melanin
yes
Frick colony survival games it is time we moved on to colony extinction games
>it is time we moved on to colony extinction games
We already have that genre and it's even worse than average colony sim.
examples of that genre?
>want to play a colony survival game where I also control a character in the game
>best one I've been able to find is a fricking furry porn game
Daggan?
Yeah
Farworld Pioneers has you if you like Terraria/Starbound
zoo tycoon 2
>another real time strategy
>but this one is different anon