Thanks. I noticed that after some times after I died several times.
Wareon
Recent community posts
I have a feedback to give on the latest version. Some good and some ideas on improvements.
I like the direction the game takes. With the last updates the game got darker and you feel more depressed with the shitty situation the character gets into. The new backgrounds, characters, chats and so on contribute to the atmosphere of a dark world. With more text the npcs feel more like real persons.
What I don't understand or at least what I personally dont't like is why you have to pay 400 cash per week for the rent. That leads to pretty much scavenging all week without beeing able to do anything else. While that empowers the dark ambient it kinda makes no sense considering that this plays in a world where pretty much everyone is poor. Also you have flatmates who probably pay the same amount of money. So considering how much this is in total I don't really think it makes sense. You don't exactly live in a luxury appartement. I think 200 per week would probably still be enough. The owner still is a greasy guy who only thinks about profit, but now you at least have the option to go to school a day or two per week.
Another thougt of improvement is that beeing able to sell all kinds of different stuff to different people is cool, but in a post-apocalyptic scenario it kinda makes no sense not beeing able to sell the roll-ups and beer bottles. In after war situations drugs oftem became the new currency. So I'd recommend reducing the drop chances during scavenging and make them a ressource for gaining money or boosting the mood a bit more than at the moment. So this would allow for certain playstyles. E.g beeing non-drug and selling or beeing drugaddicted and needing to buy from certain shops or dealers or going a in-between build. Because let us be real, in a shitty situation like in the game, most people tend to smoke or drink, because they got nothing else to do.
I got another question too:
Do the scavenging drops go up with experience? It kinda feels like that.
Yeah, I think 19,99$ might be a bit too much, if the audience isn't completely sure where your game is going. Some might be scared to put hopes and money in a game that then might disappoint for different reasons.
I personally would be waiting for the full release or at least for around half a year of constant game progress before paying such a price for a game. Got disappointed several times with games that took change content direction mid-development.
I don't find the wild pokémon too obnoxious. They are quite challenging at times but what annoys me more is the random trainer encounters once you beat them the first time you have to fight their level 40+ pokémon with you ~level 12 pokémon which logically result in you beeing defeated and losing money and happyness.
For me that is the bigger issue. Maybe the forced trainer encounters should be separated from the regular ones and should have pokémon levels that at least somewhat match your own pokémons level.