Calling me a shill, ha, did I talk about the same games for five years now, although their makers are clearly dunces? I am just saying that this looks pretty lousy for so much time and money invested, and dozens of better games come out every year.
It was clear to me for over 2 years that this needed an engine switch and input from someone with an idea of a strategy metagame to make those round based encounters interesting, but no some people knew better that turn based gamers wanted another linear game with a clunky interface.
Have the same comments on the Project Zomboid communities regularly. (I wonder if there are indie developers free of them, sometimes . . . )
Whatcha' got that makes your comment special, eh? I see plenty of general statements, but there's no specifics.
But I'll admit, i've come to enjoy the past 10 hours spent in the game, and have found the "clunky" interface to be just fine. The only real piss off has been the omission of a player's maximum weight on the looting screen (but it's present in their inventory). So, eventually you hit the point where you can't pick up all the loot, but instead have to ferret through the stack, picking and choosing individual pieces.
There's also no (apparent) way to split a stack. Say I want to transfer only 1 book into my inventory instead of 7, just half-assing it and failing to read the manual gives me no enlightenment.
The omission of a trade/give-take UI is also disappointing. Having to transfer goods to containers then to the individual player is certainly clunky.
It's also rather difficult to navigate around your comrades due to the square grid. Though I swear I've seen it once, I've never been able to switch squares with another adjacent character: instead, you have to navigate around the blocking character, taking quite a few action points. (Mind, this could be a design choice: having a player knocked down by a zombie can effectively block your attempts to rescue them, if you let yourself get into such a situation.)
What makes the game linear? After you've built the fence, got some antibiotics, there doesn't seem to be many demands placed upon the player. There's no clear-cut path that you have to follow (but, as said earlier, I've only screwed around for a good 7 hours before sitting down and giving it a good play). Perhaps there is linearity in the near future and I'm just ignorant of it (though whether it impacts the over-all sandbox-y feel of exploring the map, or not, we'll see).
The cost . . . does anyone give a shit other than the people who earn/lose money from it? I mean, it's great if you think you or another group of people can do better, for less, but it's always just theoretical. There's no way to prove it beyond bemoaning that game X was so much more worthwhile for the price point.