#Is it just me or does the game feel minmaxed already?

10 messages · Page 1 of 1 (latest)

warped ether
#

I love this game, but I’ve said it from the start, not a fan of the modular system. It’s awesome idea, it’s executed perfectly. But it takes away from the overall experience.

After about 30 hours of the game I felt this way and it’s getting worse. I find myself wanting to play, but find it extremely repetitive.

This is super sad because I love the game so much. I just wish it was designed a bit more open ended, meaning, I feel myself wanted to do things that are not possible in the game. Like stocking up on items (if it’s shapes or material etc. whatever ) using an in game ‘currency’ to purchase space or other utilities .. (not like research points) removing the paint option and replacing it with a more sophisticated coloring mechanic.

I have 25 other wishes I want to see and I don’t think they will ever make the game.

Foreseeing this before the games release I was hesitant to buy. But I did it anyway because I love factories and I love geometric shapes, and space management, efficiency, etc. it checks all the boxes except the ‘creative freedom’ is just falling short.

Idk am I thinking wrong about this? I don’t think so. I feel like I’m letting someone go that I love dearly. lol not to be dramatic but I love the game, wish it was better.

stray fiber
#

Curious how you feel about the game’s paint and crystallizing processes.

deft spindle
#

At this point, apart from some quality of life and performance improvements, most things to be added fall under the umbrella category of "be more like Factorio".

That may well be where the game ends up, although it looks like the devs had a specific game in mind and avoided factorio idioms like intermediate deliverables, consumable resources and enemies.

I enjoy the bright colors, efficiency pursuit and chill vibe more than in factorio, but as you've noted, there is a plateau that is easy to reach once you build enough blueprints.

warped ether
#

I agree with you. Factorio is slightly too messy for this game. It’s attractive because it’s clean and crisp.

The problem is that it turns from a factory game to a 2D Lego game after you’ve created enough blueprints. And that isn’t acceptably good in my opinion.

What’s interesting is the game could be if it from making the modules expand into the vertical plane…

That’s a crazy idea and one I just came up with, probably not good but it just shows how simple it is to come up with new ideas for the hame because it’s lacking so many…

warped ether
# stray fiber Curious how you feel about the game’s paint and crystallizing processes.

Crystallizing is interesting but I honestly think it’s executed the ‘least-well’ of other mechanics.

The paint system is super basic. And honestly it’s not a problem but I will say I don’t like how the paint itself is implemented. I don’t think it should be imported on space belts the way it currently is.

But like I said earlier. I don’t think the space platforms or the space belts are good for the longevity of the game. It’s executed perfectly, but that doesn’t mean it’s good for the health of the game.

I know I really didn’t give you a definitive answer about whether it’s good or bad, I’m strictly thinking about it in a non-biased way.

#

I’m trying to be constructive, precise, critical, and respectful of everything.

stable pilot
#

I don't want to be dismissive... but this probably is - I'm not sure how much more you can add to this game where it's supposed to be the "super casual get-into-logistics-games game". Like, that's what I play this game for - to be able to do logistics without having to worry about building costs. If I have a bottleneck, just make more (well, other than hitting actual computer thresholds).

Also, honestly... what reason is there to really worry about the longevity of the game? I guess that's really the point I'm trying to make: Shapez 2 knows what experience it wants to deliver, and it delivers it

Is Outer Wilds a lesser experience even though you can only really experience it as one 20-30 hour playthrough? The Witness? So many games are designed to be played as a one-time experience, and if you find something you can come back to, that's great. But Shapez doesn't need that.

warped ether
# stable pilot I don't want to be dismissive... but this probably is - I'm not sure how much mo...

I see your point, I don’t think comparing what I said about this game to another game should ever happen. This game is its own game and that’s it.

But to add to what you said, I’m not saying the game needs to not be a onetime experience type of game.

So to combat what you’re saying and to reiterate on what I’m trying to say is that this game needs more options for those who want to take it to another level. ( so far, MaMs are the only thing ).

I don’t want to finish the game and then need a reason to return.

What I wanted was to finish the game and feel “wow, that game deserves an award”

Which currently, I don’t think it deserves an award (respectfully ) I don’t think all games should strive to be the best, but this game in particular is so well polished, looks amazing, feels amazing. But that’s it. There’s no backbone or guts to the game. It’s flat despite its transfer from to 2d to 3D ( I’m not literally talking about flat, I’m saying it’s falling flat, trying to be cute with my words lol).

I’m done playing the game and I don’t think I want to recommend the game to anyone.

I don’t recommend games to other players to help out the devs by showing support.

I only support and share products with others if I think the product is worth their while. This game doesn’t fit into that category in my opinion. Sadly and respectfully.

coarse linden
# warped ether I love this game, but I’ve said it from the start, not a fan of the modular syst...

There have been similar discussions early in septembre: https://discord.com/channels/1000343719314198548/1280218250549919867
https://discord.com/channels/1000343719314198548/1280606048193089576

Puting here the message I wrote in one of those threads:
I have to agree that there is nothing that forces you to spaghetti at the level of inter-platforms.
You can just take more space, and it will work "easily".

For me, a big reasons is that space belts are "relatively weak" while modules are "relatively strong". Inside platforms, it's the other way around, belts are "relatively strong" and buildings are "relatively weak": if you have full belts, you need 6 regular stackers (or 4 bent ones) to stack at full speed.

Now look at the level of space belt. If you have space belts that are full, you only need a single plaform to stacks at full speed. There is no "I need to split this space belt in 6 and solve some spagheti to ensure it stacks well with that other space belt". You just put your small module and done.

warped ether
# coarse linden There have been similar discussions early in septembre: https://discord.com/chan...

This is exactly how I feel. And what you’re saying is true whether people agree with it or not. It’s just a fact. Which begs the question “What’s next?”

I really think they should remove space belts completely, and leave trains. Then add something to replace space belts and platforms or something but ya, idk it’s already to far into development and it’s been established. So there is almost no point in talking about it. I just wanted to voice my opinion because I care about the game, more than i probably should.