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Exactly, I think they didn’t know how to run a business (or make compelling game mechanics either, tbh)
If any aspiring game developer needs a business consultant and has the budget to pay one, PM me.
![11339.jpg](https://rpgcodex.net/forums/data/avatars/m/11/11339.jpg?1693585059)
Exactly, I think they didn’t know how to run a business (or make compelling game mechanics either, tbh)
If any aspiring game developer needs a business consultant and has the budget to pay one, PM me.
Which is a pity since I've found moment to moment gameplay of Space Wreck to be more enjoyable than CS.id blame loading timesIf we want another comparison, Space Wreck seems to have 0 current players.![]()
Yeah, the portrait probably doesn't do me any favours at times.Exactly, I think they didn’t know how to run a business (or make compelling game mechanics either, tbh)
If any aspiring game developer needs a business consultant and has the budget to pay one, PM me.![]()
The numbers may be small, but at least they were trending in the right direction for their "main" games.Comparison to AoD and Dungeon Rats regarding All time peak of number of players:
AoD: 703
DR: 278
CS: 1431
Exactly, I think they didn’t know how to run a business (or make compelling game mechanics either, tbh)
If any aspiring game developer needs a business consultant and has the budget to pay one, PM me.
They're at 3.5k reviews, which are usually something like 3% of the overall purchases. So they maybe broke 100k in sales, but that would still be short of where they'd need to beYeah, with that size, you need to sell 375k copies, not 3,75k copies.Caves of Lore peaked at 103.
Also, those numbers killed the Encased studio.
For me, Encased's numbers would've paid for all of my future projects and then some, but that's the thing about studio size and budget.
According to their website Dark Crystal had 40 employees + an unknown number of contractors at some point. That's AA territory, and not some dude in a basement.
Exactly, I think they didn’t know how to run a business (or make compelling game mechanics either, tbh)
If any aspiring game developer needs a business consultant and has the budget to pay one, PM me.
First piece of advice you will give will be "don't hire a consultant, they cost too much money for a basement game developer" won't it?
Yes, my mind played tricks on me. Of course it didn't sell only 3,75k copies. Brain fart.They're at 3.5k reviews, which are usually something like 3% of the overall purchases. So they maybe broke 100k in sales, but that would still be short of where they'd need to beYeah, with that size, you need to sell 375k copies, not 3,75k copies.Caves of Lore peaked at 103.
Also, those numbers killed the Encased studio.
For me, Encased's numbers would've paid for all of my future projects and then some, but that's the thing about studio size and budget.
According to their website Dark Crystal had 40 employees + an unknown number of contractors at some point. That's AA territory, and not some dude in a basement.
I just checked Nox Archaist and Realms of Antiquity just fro fun. The first peaked at 10 players, the other peaked at 11 players. Those can't have sold too well.
i think it's still a great game, i love the mechanics, but it doesn't offer as much exploration and content as AoD did. you can progress in the game no matter how good or bad your build is, and everyone will most probably get access to the same, all, areas. that was a conscious design choice, certainly.
TBH while it has been almost 6 years to the day since I last played AoD according to steam, I have the impression that AoD technically allowed you to get to all these areas but lack of specific skills didn't allow you to loot/explore them fully, so you missed out on gear and skill points. A bigger obstacle to accessing the same areas was needing specific metagaming knowledge on where and how you can learn about some location to have it marked on your map. Both my suboptimal thievan archer (with random points in lore and some other crap, very messy and generalist build) and Optimized Legionaire Murderhobo Terminator aspiring (and eventually succesful) god-slayer, could get to all of them, just not very deep in some cases.
But CS does seem to have more forgiving failure states and no CYOA rollercoaster sequences where you can suddenly end up in a fight or click on a "you died" choice, plus IIRC AoD did not have visible skill difficulty in dialogs. Usually you have full freedom where to go and if a fight or stealth section comes up you have a very clear warning from the game and option to fuck off and come back later. You also get plenty of non-lethal but sub-optimal outcomes if you can't deal with something, such as being able to betray and switch sides before some of the tough end game fights and "easy" fights rather than frontal assaults as an alternatives via a "I'm not much of a fighter" options.
Furthermore regarding progression regardless of how good the build is, I don't recall exactly how the path of least resistance to get to the end looked like in AoD's main quest regarding skill levels needed (and what skills), but that game was also clearly designed with the same "if you do like shit/your character sucks, the ending will suck and be beyond your control" philosophy as CS was. That was my general impression after Vince subverted my expectations with the AoD endgame, my very suboptimal Thief/Archer build had to choose to fuck off as the alternative was to become a slave to an awoken god. In CS the "bad" ending is far less bleak, but it also does boil down to "you were a pawn with no say how things should be, despite all your involvement", leaving you with the same kind of feeling of being powerless.
lets just conclude and hope that ITS gonna collapse
incompetent writer
incompetent artist
incompetent dev
-> result
space wreck is closest we will get to aod2Which is a pity since I've found moment to moment gameplay of Space Wreck to be more enjoyable than CS.
Not enough teleporting for that.space wreck is closest we will get to aod2Which is a pity since I've found moment to moment gameplay of Space Wreck to be more enjoyable than CS.
![]()
144
playing 28 min ago
162
24-hour peak
2,916
all-time peak
Kinda proves VD's claims about sequels right.![]()
81
playing 21 min ago
86
24-hour peak
1,144
all-time peak
there are frogs who can communicate with your brain! HEEELLLOOOOOOOOOOOOOOOOO!
there are dozens...well quite a few optional locations you will never see in AoD unless you made the right choices or builds.
oooooooooh i forgot about the absolute and abject failure of the SCIence part of the supposed scifi setting in ColonShit
here are 3 parts that exist but never get touched upon
utterly ruins any verisimilitude
I. soylent
already in the pit you learn about the ntabs
the whole story of body disposal is a 1 fucking sentence while its directly tied to half of human culture because its directly tied to death and family
(children/families also dont exist, schools in the habitat? anything about organisation? no)
there are no quests about eating dead people, no writing that discusses or involved the player in it, no one fucking cares
supposedly food should be scarce if you recycle corpses but than there is automatically the question where it comes from, who controls it, water, etc
the cycle of "light+water+gas -> plant -> meat ==>> refined eating" does not exist, except
all we see are plants and frogs
how long can a dead body feed a human lel?
(the pit should be fighting for the habitat, why the fuck are they living in containers!)
i mean even theoretically, where is the biomass coming from? never mentioned
only awesome button from the monks in the end: press button -> less oxygen happens, button -> oxygen!1
II. psykers
there are frogs who can communicate with your brain! HEEELLLOOOOOOOOOOOOOOOOO!
thats a whole scifi book right here
never fucking discussed, not a single human being mentions that creatures are breaking the laws of physics
(random loredumps on devices dont count, thats storytelling literally on the level of doom3)
a random scavguy who uses "rAdIo" to control frogs is like magic, like fucking magnets
who cares how they work
(have you noticed that there are no scientists or engineers in the game? no one is making gear for the protectors, its spawns)
why not rear a psyker frog and carry it in a backpack for a shield? kek
III. mutants
replace the mutants in the game with normal people, like literally just normies, no masks, no antirad equip, nothing, just humies
keep quests
does ANYTHING change? nope
garbage
you see, if you pick up any decent fantasy book, in episodic parts or small events in the narrative the book will establish the rules of the supernatural
its world building 101
ColonShit is laughably bad
Same for the ending itself, it was over too soon. Felt somewhat, dunno, rushed? I know Vince will soon show up with his
![]()
It wasn't rushed.
It was down-scoped.
if i remember correctly, the bridge was supposed to be optional during early access and there was supposed to be a third floor of armory as well. so yeah, i believe they had to do some editing in the development process. correct me, anyone, if i am wrong.