Back on topic, I wrote this email to Team Atom 3 years ago. Some things I regret writing (CD Project Red being an awesome studio) but the rest still stands. Enjoy!
I have to say, this is one the best game I've played in years. It gets very close to how good Fallout 1 & 2 were and that's one achievement very few people can boast about.
I had other games installed on my computer like Pillars of Eternity 2 but it felt boring compared to Atom RPG. You guys have a bright future in game design and I wouldn't be surprised if you became a genius studio like CD Projekt Red. (Not from editor: I should’ve said Arkane).
I finished the game and I thought about the experience for a while. I don't know what kind of financing you were dealing with making this game but if you had had the same funding that Black Isle had back in the days, this could've been a masterpiece/GOTY (as far as I'm concerned).
The game is retro-gaming done right and yet it's a breath of fresh air. Very few single player experiences are made nowadays, not of this caliber anyway.
The thing being that, very few game actually offer... a choice. RPGs often end up being a never-ending sequence of battles, sort of like Icewind Dale 2 was way back then.
I mostly dislike games I play, there's always something off, something which breaks the experience or I quickly end up losing interest, but I could play your game for hours without being bored, I was always looking forward to it.
Random Comments about the game that could be improved upon:
1. You can see the content of every map as soon as you enter.
I could never explain myself that as at one point in the game the content of the game is hidden until you open the door. It really bothered me to able to see the whole map, it didn't make any sense at all. I don't understand why you made that choice. It takes all the fun out of discovery. I hope this is something you won't do in a sequel (which I hope will come).
2. Very few characters to join your team.
This is likely a matter of scope of the game and budget so I can understand why it's the way it is. Still, having a couple more characters to join your team would be awesome. Also, characters with more depth would be appreciated. I felt like the characters I had were blank slates with very little character development and interactions. You certainly have the skills as a team to write up more in-depth characters.
3. Useful vs useless skills.
Some skills I found very useless compared to others. Tinker, First aid, gamble and unharmed are seldom used in-game. Speechcraft is used very often compared to those skills. I think this might have been a case of biting more than you could chew regarding skills which meant not implementing them fully in-game.
4. The bunker in Dead City.
This is the only part of the game which felt unpolished. The door puzzles were fun but that battle with the robot seemed like an amateur decision. It felt out of place compared to how great everything else was.
5. Skills % ratio.
In Fallout, your percentage to accomplish certain tasks varied widely depending on the situation.
I often found myself having the exact same percentages when dealing with various situations. For instance, fighting in melee, I always had the same % to hit regardless of the enemy I was facing. I would've thought hitting a bee in flight would be harder than to hit a cow but no, same result. I'm not even sure range seemed to be taken into account when using firearms come to think about it. A rework of how skills work would be a step forward.
6. Food and eating.
I loved that you had to eat (which was missing from Fallout). The idea was barely implemented unfortunately. The food weren't very varied. This only requires a static graphic so it could certainly be expanded upon with very little resources.
Why doesn't food spoil? This could also be coded in fairly easily. I was carrying 80 meat and never had to worry about food again. It's too bad. It's a good mechanic but I never really felt the scarcity of it in the post-apocalypse environment I was exploring. I feel like this again is an idea too many which was implemented. In other words, it's a good idea but it wasn't fleshed out enough.
7. The story.
I usually skip text in games because I find it too wordy or annoying. I liked the story and wanted to find out more. The end came very abruptly unfortunately. It was consistently slow burned and at the end it felt like there was so much exposure text that it became hard to assimilate. Once again, the story is good but the pace of the writing could have been more elegantly evened out.
ATOM is really under-developed as well compared to the Vault Dwellers in Fallout. You barely every deal with the organization itself. It felt like an after-thought.
8. The typos.
There were a lot of typos. I started thinking of sending them to the devs but honestly there were just too many. Also, why the capital for "you" and "your"? Maybe it's something you do in Russian, I don't know but it bothered me in English.
9. Combat Sequence.
I never started fights except a couple of times. I had high sequence for some characters but the enemy always went first. That was frustrating at times because I would lose a fight before being able to do anything. The fight would start and I'd get killed without getting a chance to act.
Maybe it's the initiative formula you are using which could use a greater range in it's RNG.
10. Cover.
It felt weird not having cover in firefights. Being able to use cover to influence % when using firearms would've been really nice and add a lot of strategic depth.
11. Experience gain.
This needs a check. Most random encounters give a lot more xp than completing quests. Fallout was the opposite. I mean, you could get a lot of xp from quests. I think the most I got from quests was 600 xp one time and that's with the +20% perk. I found that fighting random enemies (even much weaker ones) would give more xp than completing a quest which felt underwhelming at times... Those rats and bees give so much xp compared to slave hunters (which should give a lot more).
12. NPC conversation topics.
Having the same topics with every character was disappointing. I think your game is a good example of less is more and should've rolled with that. There's no need to ask every single person about rumors... It feels redundant.
This might be a practical issue, I don't know. I eventually figured out which topics could lead to quests or move things forward versus stuff which is just fluff.
All the text written for fluff could have been distributed differently. For instance, having each character with different topics or at the very least having fewer common topics.
It's not a problem of resources here, the writing was done extensively for each character. It's just how the resource was used which was problematic. Less is more. Make every sentence count.
13. NPC portraits.
This is a minor one but since I'm taking the time to comment on the game I want to touch about this. I was unused to having filtered pictures for portraits at first but I eventually got used to it and it was a good way to do bunch of portraits in less time (than creating each one from scratch).
The characters which were modified however were sometimes very amateurish: the way the hats were glued on felt awkward, like someone using photoshop for the first time; the integration is sometimes hit and miss. Some of the art in the game is really pro but it feels like someone with little experience did those integration which was a shame. It's just that with the typos it gives a bad impression about an otherwise very good game.
14. Time travelling on the map.
Adding the speed-up option was a great idea... why is it missing for the map? I did my washing and cooking while I was moving from one point of the map to another on foot. It's too bad. Waiting a bit is ok but it got tedious. Look at how Fallout did this: you didn't wait long to get from one place to another.
Maybe I missed the quick travel options. The only one I ever used were caravans and their trucks (and the boat and the truck guy). That felt like very few considering how far you have to travel at times.
***
Honestly, that's about it. I took some time to write this because this has the potential to blow AAA studios out of the water. In a way, it already does. I hope someone from the team reads this.
Thanks for making such a great game!!!!