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MewnBase

Space-cat crafting/survival game with base building. · By Cairn4

Mewnbase Difficulty

A topic by Damon L. Wakes created Jun 27, 2020 Views: 915 Replies: 5
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I've played through Mewnbase twice now and really like it. The game does strike me as being a little on the easy side, though. It would be great to have some starting options to adjust the scarcity/abundance of resources and frequency of various weather events to let people tweak the level of challenge involved, but beyond that I've noticed a few things that might benefit from a small adjustment to balance the difficulty a little (particularly early on in the game). I'll list my thoughts here, and would be interested to know if anybody else has anything to add:

  • Hearty meals can easily be stockpiled early in the game, which eliminates the pressure to look for food throughout. This in turn makes the garden patch and greenhouse (and the water-collecting devices that serve them) seem a little unnecessary: fun to set up, but not at all required to survive.
  • Oxygen leaks seem trivial to fix. I can't see them posing much of a problem unless you'd let your suit's oxygen get very low, were unable to produce power, and the leak had virtually emptied your base already. It might be interesting to have some kind of repair patch item that's needed to fix them, or for the leak to instantly empty the base and then take some time to fix.
  • Oxygen canisters seem a little too generous, especially considering they don't don't take much to craft. Since they completely refill your oxygen, having one in your inventory lets you can more or less forget about keeping an eye on it at all. If your oxygen runs out, you just use the tank and return directly to your base.
  • Base modules can be shuffled around without penalty. I've been using switches for convenience, but if you urgently need to divert power to something important, you can simply pick up any machines you aren't using and put them right into your inventory.
  • Similarly, running out of power doesn't do any real harm. You can quite happily keep a couple of biofuel generators on hand and just chuck wood in every now and then because research/crafting progress will always pick up right where it left off.
  • There's virtually nothing in the game that will reduce your health directly. The only thing I've noticed is lightning (and I love the animation, by the way!). Other than that, health mainly acts as a buffer when you run out of oxygen or go too long without food. This puts the medbay in the same position as the greenhouses: it helps your base feel complete, but there's very little occasion to use it and it's extremely unlikely you'd desperately need it.

It's not that I'd like the game to be vastly more difficult: I really quite enjoy the fact that there are no enemies and that you're free to focus on building neat stuff rather than just scraping by. However, certain elements of the game (especially food) can be more or less removed from the equation within the first few minutes. This has a bit of a knock-on effect, where the relative abundance of basic necessities means you can really breeze through the research (or anything else you set your mind to). I think the gameplay would feel more varied if you had to weigh up your options more (at least early on), and if you occasionally had to stop what you were doing to deal with the sandstorms, oxygen leaks, and lightning strikes (which currently don't warrant much of a response).

Really looking forward to seeing how this develops, by the way! Based on the game description I was expecting something much less complete: both my runs through have been great fun and virtually bug-free.

I agree with most of what you said, however it's only an issue if you already know the game very well. If all the "issues" you mentioned are fixed, it'll be much harder for new players to avoid dying. I really liked the fact that I could discover all how to solve issues (hunger, air, etc.) on my own without going to look for a tutorial / wiki online. The fact that you can't stack air tanks already prevents you from abusing it too much. When I die it's almost always because my suit randomly runs out of power while I'm very far from the base (without the lights being on or anything - it's a feature right?). When it happens, you can't even see how much you're hungry or how much air is remaining, it's really scary. Even if you'd the long range radar, it's not displayed anymore. I think the monsters / creatures will fix the issue of difficulty, forcing you to return to the base by night or use the med bay. If the difficulty level is increased, please let it be an option.

That's fair. I did only discover the possibility of stocking up on hearty meals after playing through the tutorial, and (if I remember correctly) it involved making a priority of researching food at the beginning. That said, I was definitely still a new player when I noticed these things (and probably even now). I don't think I died at any point during the tutorial or my initial run through the main game, or even came particularly close.

I did end up in the situation you describe - away from the base with no suit power - and that's probably the main "You done goofed" moment I experienced in the game. I think I made it back basically by virtue of not having been very far away at the time. Seeing the HUD disappear when unpowered is a really nice touch, and is probably more of a setback than I'd really expect under other circumstances.

Personally, I wouldn't be interested in a difficulty option so much as a few sliders for resource abundance and weather frequency (and creature population, if that's in the works). The default settings could be balanced so as to provide a gentle challenge to a new player, but after that you could set up a game where the main challenge was crafting greenhouses on a relatively barren planet, or a game where you had tons of resources within easy reach but had to contend with frequent lightning and sandstorms, or you could just whack everything on the most generous setting and build up a massive space mansion.

I guess it's a bug, but if you craft multiple air canisters and quickly escape the crafting screen, they'll stack upon completion. I can usually get 3 air canisters stacked each attempt. I noticed that this also worked with shovels.

That should be fixed for sure.

I agree with you for the "abundance of resources sliders" in the "world menu options" to tweak difficulty! (like wanting a ever-sunny planet but with scarce resources!) I suggest tweaking "food related stuff" (survival difficulty) , ore (crafting progress), rock (road & RTG making, landscape accessibility) & artifacts (overall progress) separately if possible  to adjust for different playing-styles! (for ex, if artefacts are scarce, you will need a vehicle ASAP to find them quickly! It can be combined with the "unlock tech tree" option to adjust for that increased difficulty and make worthy challenges!)

Thankx Cairn4 for the "weather/calamity sliders" in v0.51 by the way! (even if i think that the "max weather" setting could be harder; You could add one with "a very strong/infernal" option, to have maybe 66% chance to have a weather event in the day (maybe 33% weather-calamity at night which are dangerous! :-O )... so when there is a clear-sky day it feels like a "good fortune"! XD (i don't know well the setting for the "more/bad weather" option in v0.51, but after playing it 30 days in-game i had a 'feel for it' (and it is not enough! lol); maybe double it to make it more present in the "infernal weather option" for a challenge! B-) )