![]() Players must also micromanage their crew, keeping their hunger and thirst down, and their sanity and happiness up. While the lack of a being able to double-click within the game's menus felt a little weird at first, especially considering the more computer-based aesthetic of the menu's, the game is still early in development, and Robot Gentleman said that they would take the issue into consideration going forward when I brought it up to them. The game's artstyle is also very vibrant and colorful, helping the more whimsical side of this era of sci-fi pop. These micro-problems kept each day interesting, and I could see them becoming really stressful once you are low on supplies, especially if it can turn the tide of a certain crew member's emotions towards you. The writing is still darkly comedic and funny like the original, and some weird situations will pop up for players to solve with the limited number of items they have on hand. ![]() The first day or two functioned very similar to 60 Seconds! I could check my monitor and get text-based updates about what went on the past day. As my game begun as Emmett, I was already on the spaceship with somewhat ample amounts of soup and water for myself and my three crewmates, Deedee, Maegan (an old lady), and Baby (a dumb strongman). ![]() While I had the chance to play with both captains, I did perfer Emmett - I found his high intelligence led to some more interesting options. ![]() I had to choose a Captain before starting the demo, and could be either Emmet (a scrawny black nerdy character with high intelligence) or Deedee (a more balanced blond donning a stereotypical 50's polka-dot hair ribbon). Unfortunately, Robot Gentleman was not showing it off at this event, but the concept itself still sounds intriguing. While the final game will have a scavenging portion like 60 Seconds!, it will now be in 2D and according to the developers, will put an emphasis on strategic planning which may remind players of something like Don't Starve. ![]()
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