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Neon Genesis Phijkchu

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July 17, 2020 – Present
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Through August 30, 2026
Preserved messages
June 19, 2020 – August 30, 2026
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712
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1,098,506
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Spooky Phijkchu games
I have been waiting for it to come out for real to actually play it (played a couple hours of the 0.1 Alpha in 2018 or whenever) Now that I have, the game design is just bugging the crap out of me
Spooky Phijkchu games
  • I am surprised how little the game has changed in 6 years, it feels fundamentally like the same game with a few more resource types and buildings. None of what has been added feels fully developed either, things were thrown in but never refined
  • Having a non-random map is retarded
  • Having non-reactive terrain is lame (everything fucking clips in a game with 99% static models)
    • Actually, fuck that, I don't understand how you allow clipping at all, I think it could be trivially fixed based on how their game already works
  • Lack of threats could work, if they compensated by making the planet more interesting
    • For the love of God make the landscapes less ugly
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  • Resource nodes being unlimited is a bad design
  • Conveyor logic leaves a lot to be desired, you shouldn't have to build dedicated mergers/splitters, have it work like road placement does in Cities Skylines or any other game
  • Building placement, snapping, and overwriting never seems to work as envisioned, and most build modes don't work a large % of the time
  • Graphically the game has two artstyles which do not work together, some stuff feels unfinished by upon reflection I think it was partially a skill issue.
  • Music may as well be absent, I have no idea how they didn't put more emphasis on this.
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  • This is not a narrative critique, I don't understand the point of the game the majority of the time.
  • This is a narrative critique, I don't understand how you whiff on a story this simple, it feels phoned in but also rushed in how it was implemented on-top of the rest of the game, completely disconnected.
Spooky Phijkchu games
idk, I'm not trying to argue that people who like it are wrong, I think it's probably different enough from stuff like Subautica, NMS, Starfield, modded minecraft etc. that for people who want that production line thing it's doing, there's nothing exactly like it
Spooky Phijkchu games
I feel like Factorio is way more built around the idea you're meant to fail and restart, so it's quick to get up and running. Once you start to develop some mastery you can start experimenting and having more fun with your designs. the research trees also feel like you're only ever scratching the surface of the game's systems. Satisfactory meanwhile is so slow and "forgiving", it's a slog to get to interesting advancements on the tech tree, at which point you're basically done with the game anyway. There are rarely fulfilling diversions to take on, so you end up just letting time pass to progress. Exploring is unrewarding and while you can better optimizing/expand your production they give you too many precise knobs to turn that idk if you can really get a sense of accomplishment out of 100% efficiency ratings. Aesthetics/decorations are what you're left with, and honestly I just don't think that was a good angle to take.
Spooky Phijkchu games
Lastly, MP, I cannot think of a reason this game would be fun to play with friends. Every othe game in this genere or adjacent to it (yes even Starfield) I think coudl derrive fun from co-op. This game where there is only ever one thing to really do, no reason to team up, and no reason to divide-and-conquer, I think would be trying on any friendship to play for extended periods of time. Because you're cannibalizing resource access, it also doesn't work as a dedicated server persistent world game, unlike Valheim, Enshrouded, Minecraft, etc.
Dialga games
I prefer endless resource nodes, i hated limited resources in factorio. I also prefer having no active threat, i didn't like having to fight the bugs in factorio (i know they cna be turned off but i digress)
Spooky Phijkchu games
the resource nodes being unlimited ends up not mattering as much, because you're encouraged to tear down your early game setups anyway and rebuild them when you get better tiers of miners/belts
Spooky Phijkchu games
I think having limited nodes would just encourage this more often, but ig it wouldn't work as well if you want to setup these GIANT megafactories, and due to not being able to clear terrain, dropping blueprints on new locations isn't very fun

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