The fuses are meant to help with it, but at 100 points a pop they are kinda pricey. Tbh I kinda wish you could repair the fuses with scrap somehow or something. Make it so each tower only starts with like two of those, and then you buy fuses to extend the amount of time until you gotta go out to repair them, sorta like how the server and transformer upgrades work
Ceretraks
Recent community posts
Been enjoying the game a lot, but I wonder if it might be worth to try to add some 'cause and effect'/longer term events to the game.
A lot of events currently feel like they are very 'It happens to you for a bit and then is done' style. Stuff like the super heavy fog, red sky and such is cool and atmospheric, but it can eventually feel like when an event happens, you know it is a one-off thing that will be gone after it did what it wanted to do. Kind of hard to explain, but I guess they have a sort of disjointed feel, which is natural due to how the (non-story) events work.
Random thought I had to deal with this would be to maybe have 'sub events' and such. Like an event could spawn a ~spooky~ item on the map, and as long as it is around, other things can pop up. Like some alien artifact that causes weird shit to pop up intermittently around the map, not super frequently but enough to make a player wonder what's up until they finally go investigate the weird dot on the radar. Or an entity that needs to be engaged in some way or events will keep happening (There is that deer related one which is already a pretty good example). Basically stuff that makes the events feel more connected, even if they don't necessarily all are.
Of course, this is way easier said than done and this is mostly from the perspective of someone who spent way too many hours playing this game already. Not to mention that with horror, making cause and effect too clear can also take some of the mystery out so even if such events were added, figuring out the fine line between giving the player clues on what causes what, without removing the dread of uncertainty is a difficult task. So uh... good luck with that, lol
I do kinda agree on the decorations. I get that the intent is probably to have some points sink for later in the game, but it does suffer a bit from making you choose early on between useful stuff like upgrades and tools/machines and purely decorative items. And since especially upgrades can help gain more points, it's easy to choose function over form
If it's any consolation, first time I did the tutorial I basically gave up on figuring out the machine, had a friend watch over my shoulder when I played my first session after who helped me figure out how it works. And once it clicks, it's honestly not too bad. Just making it click first is the hard part :P