The graphics of this game are really charming. I love the low poly combined with realistic shadows and material reflections. Really makes it look like some sort of impressionist painting. Depth of field could use some work, saw it acting up a bit throughout the video. But otherwise it's just a very nice looking style that's confident in what it is.
Humanity's lack of self-awareness jumping the shark is one of the best things I've ever heard. I will be using that one. Also, the twangy chords that played whenever an objective was completed reminded me of Firefly, which is just a fun bonus reason to want to check out the game.
You know what would be a neat feature? If the game had the color schemes to be very washed out if you were in an undeveloped/polluted area. But as the game progresses, and you rebuild/cleanse the area, the more vibrant colors start to get added into the game.
@@Skaatje There was one game, I forget the name of it, but you played part of the French Resistance during WW 2. I think it's called Sabotage? *shrugs* It's an early 2000's title IIRC. Never played it myself, just remembered hearing about that art design of B/W to Color, which I thought was pretty cool. It's an FPS game, and whenever you are in a nazi occupied area, it's all noir/black and white cell shading art design. When you liberate the various regions of the city, they become full color. For this game here, Floodland, I think it would be neat to have it be a more slow transition. Not necessarily from BW to Color, but from muted, muddy, sloppy color schemes, to more refined, vibrant, visually popping color schemes, and have it happen in a slow progression. So that you don't necessarily notice it, bit by bit. But looking back at the start of the colony to the final iteration, the difference is obvious.
@@happyninja42 Yeah I really like that idear. I will look into the FPS game too, sounds pretty cool even tough I am not a big FPS fan. Thanks for the tip!
The scale is all over the place. The settlement and people are either REALLY tiny or the world is GIGANTIC. Like the ambient fish are as big as the people and buildings crashed boats on the map are bigger than your entire settlement. Other than that it looks like a pretty standard colony game.
I'm of similar mind when it comes to the issue of movable buildings. Especially for the early phases; I feel like an upstart society that is living off limited, quickly depletable resources like this would be more nomadic in nature. It seems wasteful to build permanent gathering huts for resources that will run out within days. Only when you reach a level of tech where you're working the land should there be any feel of permanence.
Exactly, the building being able to be packed up and moved should be an early upgrade or just a base function. Like maybe adding a faction that has modularity as a system, where others have to research it. Otherwise being able to break the buildings down for say 90% of the cost just makes sense. Though depends on balancing, as it could easily break things if done a little too much before sustainability occurs. Then again canceling a building BEFORE being built should ALWAYS be full refund.
One way I think they could implement it would be to use 'cart' instead of 'hut', where it's clearly on wheels, but its small size and light weight cause a range/collection penalty, while a more permanent building might offer better range, upgrades, etc, but can't be moved and can only be partially refunded.
@@HidForHG Maybe in videoy gamey worldbut in reality tho do you think nomads and even the others would freaking build something that has even an 1% waste ratio ? Absolutly not. That's not difficult to unmonts most things or even move them.
Hey Splat, clams are filter feeders so you'd want them in a large tank for water filtration. So them being dead was the opposite of what the intended result was.
As one of the people who've commented on early access vs full release, I still appreciate the coverage... Even though sometimes it leads me to remember a title months later and have to start trawling through a year's worth of your videos to see if I can remember what game had piqued my interest.
Project Zomboid. it will probably be even more "during apocalypse" when npc's finally come out. whenever that will be. still, you play during the beginning of the apocalypse
I am horrible at these types of games, but I always like to try them anyhow, and this one looks like it is just my speed. Plus I love how it looks. Thanks for the video on it.
I adore the style of this game and the general mechanics just feels so enjoyable - watching the group go from a small group of scouts to a thriving community, so satisfying
I think post-apoc city builders are like Indie horror found-footage films. Most of them don't measure up, but when you see one that gets it right, it's very satisfying. And even the worst ones occasionally come up with a new way of doing one key element that makes it worth watching the whole movie just to see one or two scenes that "work".
Love the feel of the game. The one thing that bothers me about the visuals is that the moon literally becomes the sun. The reflections of the moon overnight change to bright yellow and continue from where the moon was pathing over the water. The moon should transition off to the right before the sun comes up and starts its transition from the left (from the perspective that Splatty was playing from). Can't wait to play this.
You get the gaming community mentality of 'options are great' for all the reasons you gave. I do wish all games did this, even if this had to be added after full release. This has been a while on my wishlist so I figure I should take a gander at some early game footage.
Today's video (10 min in) just conjured up one of my fav Douglas Adams quotes; "A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools." ~ Douglas Adams, HHGTTG, Mostly Harmless
That custom difficulty chart based around different parts of the game is a feature most games should have. Sometimes I just don't like one of a game's mechanics, and the ability to turn it off and add difficulty back in somewhere else is a really great idea.
The "work area" flag system looks similar to Dawn of Man and Surviving the Aftermath. I'm sure other games have used it too, but those are the two that jump to mind first.
Splat, I just had to tell while it was on my mind that I truly enjoy watching your content. The way you start each video with that same intro just puts me in a mood like being at home on a Friday night getting comfortable and watching a movie, playing a game, reading a book or comic, or whatever your pleasure. Thank you for helping me enjoy my weekend a little more. Well done! 👍
23:10 The best way to control people isn't to keep them uniformed but rather to make them misinformed. "Educate" them to believe what you want them to believe and they will do your bidding without even realizing it.
He said Frostpunk. I keep coming back to that game every now and then. Each playthrough I hold out a little longer. After 6 attempts I still can't make it to the end. Damn, got close last time.
I hope there's some challenging events later in the game too, besides disease outbreaks. Something like... I don't know... floods? Have it rain and wash away work teams in low lying areas, maybe washing in terrain features and resources too occasionally. Gator/hippo attacks, lightning strikes (or the activated power plant) electrifying areas of water, sinkholes, whirlpools, fanboat hillbilly raids, etc. The NPC conversation seems friendly and tongue-in-cheek, so the Devs should feel free to make events in the game match, or play off of that.
Thanks for showcasing this! Looks like something I would definitely want to play on my channel as soon as 1) it releases and 2) a slot opens up in my recording schedule 🙂
Is it just me that thinks the workers look like ants? They're so small compared to items in the world. The berries in the bushes look like beach balls compared to them.
That whole research window thing is kind of second nature to gamers now because so many games use that kind of “selection” style. If you hover over anything and it lights up and everything else grays out. Typically it means you can click on it. I dont think they need to change that at all. Its called adaptation. Gotta have brains to adapt 😅
I think early access has def become more popular as lower budget companies and teams put out amazing games and early access has been a way to advertise the game, gaining revenue to fund the team in creating their games.
Looking a the concept art, and just how good it is, I'd say the games art style is trying to replicate that on some level. And I can't say I blame them, it looks stunning...
[flare / flair] could be one them bright burning signal things or perhaps they hung up Himalayan prayer flags an a dukes of hazard county poster in their dorm room.
all the factions sound like fascists... except the Fire Brigade. Oh Splatty, as another not-great gamer I feel for you, and maybe that's why we luv you?, you're one-of-us! I absolutely LUV that they let you renovate a ruined house a thing I've always wanted to see in one of these games!, LUV it!
If this game will have a Frostpunk like campaign, then I'm sold.
The graphics of this game are really charming. I love the low poly combined with realistic shadows and material reflections. Really makes it look like some sort of impressionist painting. Depth of field could use some work, saw it acting up a bit throughout the video. But otherwise it's just a very nice looking style that's confident in what it is.
At least we have a lot more Demos available again!
I feel like we had a bunch of years where there weren't barely any demos.
Humanity's lack of self-awareness jumping the shark is one of the best things I've ever heard. I will be using that one. Also, the twangy chords that played whenever an objective was completed reminded me of Firefly, which is just a fun bonus reason to want to check out the game.
Omg I was wondering why this game made me so nostalgic! Thanks for pointing that out 😊
I love this artstyle. Makes you think you'tre playing in a living painting.
You know what would be a neat feature? If the game had the color schemes to be very washed out if you were in an undeveloped/polluted area. But as the game progresses, and you rebuild/cleanse the area, the more vibrant colors start to get added into the game.
@@happyninja42 That is a pretty cool idear. Don't think I have ever seen a game do that before.
@@Skaatje There was one game, I forget the name of it, but you played part of the French Resistance during WW 2. I think it's called Sabotage? *shrugs* It's an early 2000's title IIRC. Never played it myself, just remembered hearing about that art design of B/W to Color, which I thought was pretty cool.
It's an FPS game, and whenever you are in a nazi occupied area, it's all noir/black and white cell shading art design. When you liberate the various regions of the city, they become full color. For this game here, Floodland, I think it would be neat to have it be a more slow transition. Not necessarily from BW to Color, but from muted, muddy, sloppy color schemes, to more refined, vibrant, visually popping color schemes, and have it happen in a slow progression. So that you don't necessarily notice it, bit by bit. But looking back at the start of the colony to the final iteration, the difference is obvious.
@@happyninja42 Yeah I really like that idear. I will look into the FPS game too, sounds pretty cool even tough I am not a big FPS fan. Thanks for the tip!
Indeed
The scale is all over the place. The settlement and people are either REALLY tiny or the world is GIGANTIC. Like the ambient fish are as big as the people and buildings crashed boats on the map are bigger than your entire settlement. Other than that it looks like a pretty standard colony game.
I'm of similar mind when it comes to the issue of movable buildings. Especially for the early phases; I feel like an upstart society that is living off limited, quickly depletable resources like this would be more nomadic in nature. It seems wasteful to build permanent gathering huts for resources that will run out within days. Only when you reach a level of tech where you're working the land should there be any feel of permanence.
Exactly, the building being able to be packed up and moved should be an early upgrade or just a base function. Like maybe adding a faction that has modularity as a system, where others have to research it.
Otherwise being able to break the buildings down for say 90% of the cost just makes sense. Though depends on balancing, as it could easily break things if done a little too much before sustainability occurs. Then again canceling a building BEFORE being built should ALWAYS be full refund.
One way I think they could implement it would be to use 'cart' instead of 'hut', where it's clearly on wheels, but its small size and light weight cause a range/collection penalty, while a more permanent building might offer better range, upgrades, etc, but can't be moved and can only be partially refunded.
@@HidForHG Maybe in videoy gamey worldbut in reality tho do you think nomads and even the others would freaking build something that has even an 1% waste ratio ? Absolutly not. That's not difficult to unmonts most things or even move them.
Like Age of Empire, Rise of Nation and Northgard
6:48 "everybody will pitch a tent"
When you're down bad during the post apocalypse
Hey Splat, clams are filter feeders so you'd want them in a large tank for water filtration. So them being dead was the opposite of what the intended result was.
Whoever was given the instructions may not have gotten the 'They need to be living clams' memo. lol
One of my favorite things to do is listen to the advice you give to the developers and see if they implement it. Love watching your channel.
Gave Splat a shout out on their Facebook advert. Hopefully they watch your vid and pay attention.
As one of the people who've commented on early access vs full release, I still appreciate the coverage... Even though sometimes it leads me to remember a title months later and have to start trawling through a year's worth of your videos to see if I can remember what game had piqued my interest.
I want to see a "during apocalypse" game.
Why? We already have it IRL.
@@27182818284590452354 Because in a game, we at least have a chance to DO something about it. IRL, the sense of powerlessness is pretty awful. =-[.]-=
Frostpunk
Project Zomboid. it will probably be even more "during apocalypse" when npc's finally come out. whenever that will be. still, you play during the beginning of the apocalypse
Got you fam:
10 miles to safety
State of decay 1 (especialy the dlc lifeline)
Modded rimworld
World war z
Project zomboid
Judgment
Left 4 dead
I am horrible at these types of games, but I always like to try them anyhow, and this one looks like it is just my speed. Plus I love how it looks. Thanks for the video on it.
I was trying to think on something and then splat just says "THE BIC LIGHTER OF DESTINY" and I spat out my coffee. Fantastic. Well done.
I adore the style of this game and the general mechanics just feels so enjoyable - watching the group go from a small group of scouts to a thriving community, so satisfying
I think post-apoc city builders are like Indie horror found-footage films. Most of them don't measure up, but when you see one that gets it right, it's very satisfying. And even the worst ones occasionally come up with a new way of doing one key element that makes it worth watching the whole movie just to see one or two scenes that "work".
4:37 "Flairs" .... pieces of flair... just reminds me of Office Space hahaha 😛
0:21 El Guapo: "Would you say I have a plethora of 'pocalypse sims?"...
Love the feel of the game. The one thing that bothers me about the visuals is that the moon literally becomes the sun. The reflections of the moon overnight change to bright yellow and continue from where the moon was pathing over the water. The moon should transition off to the right before the sun comes up and starts its transition from the left (from the perspective that Splatty was playing from). Can't wait to play this.
Thank you Splatter for always bringing us with new, interesting titles. Don't ever stop. Cheers!
honestly never heard him curse and i starting laughing when he said shit XD
I can never say no when a Post Apocalyptic pop up in my feed
You get the gaming community mentality of 'options are great' for all the reasons you gave.
I do wish all games did this, even if this had to be added after full release.
This has been a while on my wishlist so I figure I should take a gander at some early game footage.
sleeping on the ground makes you realize why people had such short life spans back in the day
They even used rocks as pillows lol
End Zone: A World Apart and Surviving the Aftermath are some of the games with flag system.
Siskin is a small bird, like a finch. Now I'm just imagining birds leaping at you with daggers....
Today's video (10 min in) just conjured up one of my fav Douglas Adams quotes; "A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools." ~ Douglas Adams, HHGTTG, Mostly Harmless
10:50 literally has me rolling
That custom difficulty chart based around different parts of the game is a feature most games should have. Sometimes I just don't like one of a game's mechanics, and the ability to turn it off and add difficulty back in somewhere else is a really great idea.
The "work area" flag system looks similar to Dawn of Man and Surviving the Aftermath. I'm sure other games have used it too, but those are the two that jump to mind first.
with the artstyle and setting reminds me the flame in the flood as a civ manager
Beautiful game with a well thought out adaptable experience. It will make playthroughs feel unique, that's smart.
I like the Disco Elysium aestethic of the game.
Splat, I just had to tell while it was on my mind that I truly enjoy watching your content. The way you start each video with that same intro just puts me in a mood like being at home on a Friday night getting comfortable and watching a movie, playing a game, reading a book or comic, or whatever your pleasure. Thank you for helping me enjoy my weekend a little more. Well done! 👍
Love your channel. Discovered some of my favorites here.
It's the "sorting Pepsi cans into Gryffindor" for me 🤣🤣🤣
Looks cool, definitely the kind of thing I like playing at the min
23:10 The best way to control people isn't to keep them uniformed but rather to make them misinformed. "Educate" them to believe what you want them to believe and they will do your bidding without even realizing it.
He said Frostpunk. I keep coming back to that game every now and then. Each playthrough I hold out a little longer. After 6 attempts I still can't make it to the end. Damn, got close last time.
lol "hard bony surfaces" (13:13) So you were laying (or lying) on bones. Digging what you're doing, so that I don't have to man. Good Work, Great Job!
I like the art style, but the music really gets me! It's somewhere between RimWorld and Snow Runner, and I love it!
"sometimes Trent gotta go in a tree" 💀🤣🤣 34:07
Shooting up a flair. It travels to it's highest point with a YAAAAAAAS! and then explodes into glitter and glowsticks.
I hope there's some challenging events later in the game too, besides disease outbreaks. Something like... I don't know... floods? Have it rain and wash away work teams in low lying areas, maybe washing in terrain features and resources too occasionally. Gator/hippo attacks, lightning strikes (or the activated power plant) electrifying areas of water, sinkholes, whirlpools, fanboat hillbilly raids, etc. The NPC conversation seems friendly and tongue-in-cheek, so the Devs should feel free to make events in the game match, or play off of that.
Just FYI Splat, 7:02, the word is Abiogenesis, pronounced A-Bio-Genesis Basically, life from inorganic compounds. Love the videos!
Thanks for showcasing this! Looks like something I would definitely want to play on my channel as soon as 1) it releases and 2) a slot opens up in my recording schedule 🙂
I also like customizable difficulty in my games. I really enjoyed your joke about bic lighters. Made me smile, thanks SC.
This game kind of reminds me of flotsam...may just be me though. Thanks for the share. Great vid as always.
It reminds me a lot of the story of "After the Flood", by Kassandra Montag. It's a great book. I recommend.
DOnt worry Splat, most of us are used to you not noticing thing. I call it a Splattercat feature!!
Thanks. I'll add this to my wishlist.
Is it just me that thinks the workers look like ants? They're so small compared to items in the world. The berries in the bushes look like beach balls compared to them.
“Jumped the shark “ good reference!
"Let's dive on in." I see what you did there.
This games reminds me of Surviving Aftermath but more chill
Warzone 2100 is still the most remembered good post apocalypse game I have played. That and Fallout 3.
I like it. Definitely something I would enjoy playing. Reminds me of the game banished.
This game reminds me of Surviving the aftermath
I feel like FrostPunk is the game that pushed these types of titles more into the mainstream, but maybe I'm wrong.
dude is so sick the commentary just funny as hell heheheheh
That whole research window thing is kind of second nature to gamers now because so many games use that kind of “selection” style. If you hover over anything and it lights up and everything else grays out. Typically it means you can click on it. I dont think they need to change that at all. Its called adaptation. Gotta have brains to adapt 😅
I think early access has def become more popular as lower budget companies and teams put out amazing games and early access has been a way to advertise the game, gaining revenue to fund the team in creating their games.
Surviving The Aftermath and Endzone: A World Apart spirit sequel.
4:18 I'm not sure that's a typo. The scouts may actually HAVE used "flairs", if Nicole Johnson here is who they sent up.
Looking a the concept art, and just how good it is, I'd say the games art style is trying to replicate that on some level. And I can't say I blame them, it looks stunning...
This looks really good, thanks for the heads up!
wow, the game really looks very good
Why does this remind me of Surviving the Apocalypse so much??
And I can't help but watch these post apocalyptic game videos. 🤣
I liked the $5 biology words. :D
Looks visually nice
Sleeping on the ground isn't the issue as much as the weather and nature itself.
Water World / Ice Apocalypse scenarios interest me way more than cliche desert or badlands.
This looks almost identical to Surviving the Aftermath.
that pronunciation of abiogenesis was something else lol
[flare / flair] could be one them bright burning signal things or perhaps they hung up Himalayan prayer flags an a dukes of hazard county poster in their dorm room.
all the factions sound like fascists... except the Fire Brigade. Oh Splatty, as another not-great gamer I feel for you, and maybe that's why we luv you?, you're one-of-us! I absolutely LUV that they let you renovate a ruined house a thing I've always wanted to see in one of these games!, LUV it!
I have an extremely out of date PC but looking at these graphics it might be able to handle this game
Thanks for showcasing! ^^
"surely there isn't a person who lacks that level of self awareness." *Laughs in American*
Splatty = free game tester 😅
Heeey, it's Florida : The Game!
this feels very similar to Surviving the Aftermath.
I love the art style beautiful, backgrounds look like water paintings
Looks a lot like Surviving the Aftermath, both the graphics and the mechanics, even though it's a different developer. Not that it's a bad thing.
hehe, Majesty! They used flags!
Here me out... a survival game... in the desert. Oh.. um... swamp! .. biomes? Oh... ss... CLOSET SURVIVAL! Never been done! Wait wut?! RL?!?!?!
Beware Boromir. *There are SISKINS in the woods*
Seems like a less linear Frostpunk, which is a good thing for repeated playthroughs.
Na that is just Snake Pliskin in you woods 😹
This looks like a good one. And a colplex one, too! Not yet another identical clone of a mobile grade game with different graphics, at last. Yay!
Looks awesome 👍
>Floodland
>no references to the Sisters of Mercy
0/10
I feel like this game has good legs. I’ll have to keep my eyes open for its release
Release is in 1 hour
This does look cool.
I'm playing this in Florida right now.
This looks really nice!
Game looks unique... and it's by some of the people who made This War Ofr Mine.
"we have 600 hundred wood" sound like a planK*
Hooverville huh, now I feel really old