the little creative direction details of this game are so cool maaaaan- the lines of people moving throughout the city getting more sinister red with rising tension, the screen border gathering mold when several of the needs are starting to go below standard, the SOUND DESIGN ALONE- it's so good
He really just sent it on the "you lose" vote after taking their money. (Edit: Twice!) I agree that it's a silly design choice for an experienced player. I'm pretty sure the idea is to be a soft tutorial about negotiating - the game doesn't force you to do anything, but any reasonable player is going to be worried about losing and will make deals to ensure the vote passes. Which also sets them up to be immediately in promise debt.
yeah i didnt actually understand that the vote could fail the first time i did this and it passed 3 times in a row, it's definitely an odd choice since you just fast reset or load and reroll until you hit
Backseat time! I think schools are terrible. If you want research speed you could build another research hub, and you could easily afford it with the extra workforce and money. And schools are so expensive! They don't cost money, they cost _income_ which is so much worse. The heating hubs near housing are being wasted right now. Between adjacency, canyon, and asbestos, those houses are already at 0 heat demand. The hub is overkill. Speaking of which, the squalor penalty from putting houses next to factories might be worth it eventually, when cold really ramps up. Not sure about that one but it's worth considering - two heat adjacencies is pretty good, and squalor doesn't seem to do much.
few days late in replying to these but i mostly agree, we mapped out optimized heating in the discord with hubs + adjacency but the heat/cold actually doesnt really matter in this game since you can just pump so much oil that you can blast through with an even moderately ok setup. i kinda planned out like i was going to be weathering multiple whiteouts and trying to live like -150C but relations are the actual only issue that kills you after chapter 1. schools i didn't really think too much about but you're probably right, there definitely feels like there'll be an optimized tech path to map out if i want to keep grinding
This game is what canonically happens if the snowdwellers don't take down the frost gang
Are you suggesting Snowdwell is New London? That would honestly explain a lot
I’m glad you decided to post vids of this series
the little creative direction details of this game are so cool maaaaan-
the lines of people moving throughout the city getting more sinister red with rising tension, the screen border gathering mold when several of the needs are starting to go below standard, the SOUND DESIGN ALONE-
it's so good
yeah they really did a great job with this game, the touches are all very good
Just dropped in this channel, and gotta say, that GG at the first vote got me laughing so hard. Great content.
The moment i saw this game had released i went to check your twitch vods (im a vodfrog due to timezones)
He really just sent it on the "you lose" vote after taking their money. (Edit: Twice!)
I agree that it's a silly design choice for an experienced player. I'm pretty sure the idea is to be a soft tutorial about negotiating - the game doesn't force you to do anything, but any reasonable player is going to be worried about losing and will make deals to ensure the vote passes. Which also sets them up to be immediately in promise debt.
yeah i didnt actually understand that the vote could fail the first time i did this and it passed 3 times in a row, it's definitely an odd choice since you just fast reset or load and reroll until you hit
Backseat time!
I think schools are terrible. If you want research speed you could build another research hub, and you could easily afford it with the extra workforce and money. And schools are so expensive! They don't cost money, they cost _income_ which is so much worse.
The heating hubs near housing are being wasted right now. Between adjacency, canyon, and asbestos, those houses are already at 0 heat demand. The hub is overkill. Speaking of which, the squalor penalty from putting houses next to factories might be worth it eventually, when cold really ramps up. Not sure about that one but it's worth considering - two heat adjacencies is pretty good, and squalor doesn't seem to do much.
few days late in replying to these but i mostly agree, we mapped out optimized heating in the discord with hubs + adjacency but the heat/cold actually doesnt really matter in this game since you can just pump so much oil that you can blast through with an even moderately ok setup. i kinda planned out like i was going to be weathering multiple whiteouts and trying to live like -150C but relations are the actual only issue that kills you after chapter 1.
schools i didn't really think too much about but you're probably right, there definitely feels like there'll be an optimized tech path to map out if i want to keep grinding
Unbeknown to the streamer this indeed made it to youtube