Colony Ship: A Post-Earth Role Playing Game
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ixigia
[Moderator] Consigliere



Posts: 65105
Location: Italy
PostPosted: Wed, 28th Feb 2024 23:29    Post subject:
After a shamefully large number of retries and failed battles, I finally got around to dealing with all the businesses inside the god-forsaken Colonial Ship. It was a bit of a mixed futuristic bag, both satisfying and underwhelming almost in equal measure, though the former sentiment prevailed despite all the nuisances.

The game pretty much is the sci-fi equivalent of The Age of Decadence with some solid art direction and decent writing for our currentyear 's rotten standards, however, its biggest strength (C&C) is also its greatest weakness since the HUB-based world entirely revolves around being able to pass skill checks and the very static nature of the formula feels limiting compared to most classic RPGs. Although I didn't encounter any major bugs, it's evident that the devs had to cut quite a few corners here - from the slim OST and similar budget-friendly compromises to a scrappy second half of the game that gangs up events whilst abusing the teleporting and leading to a rushed sad trombone-like epilogue. The combat is also an odd beast, with the default difficulty that feels too RNG-y and Hero that's a walk in the shipyard, so it's probably best to pick some custom values and roll with those.

7 scrapped datajacks/10, a glaring example of missed potential but I was able to finish the game without regretting it, which is more than I can say about most stuff released in the past few months. I'd be curious about these guys' next project, however, according to this it looks like it's the end of the road :'(



Random creations of an insane mind / Screens from Bulgaria [Early Access]


Last edited by ixigia on Mon, 14th Apr 2025 20:24; edited 1 time in total
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vurt




Posts: 13882
Location: Sweden
PostPosted: Thu, 29th Feb 2024 04:00    Post subject:
Missed potential - the company.
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FireMaster




Posts: 13527
Location: I do not belong
PostPosted: Thu, 29th Feb 2024 14:35    Post subject:
I tried this, the concept is interesting, the graphics do the job well enough but for ~some reason~ it just didn't grab me, I keep exiting the game after each combat encounter and not play for longer than a few minutes at a time weeks inbetween sessions.
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vurt




Posts: 13882
Location: Sweden
PostPosted: Sun, 21st Apr 2024 15:58    Post subject:
ixigia wrote:
according to this it looks like it's the end of the road :'(


Doesn't seem like this is the case any longer, they're doing a sequel (i was reading some comments from one of the devs on the steam forum).

it's 35% off and a patch just came out which peaked my interested a little so i started reading up a bit on the game.


also from reading recent comments:

"I'm gonna save my review for when the game is at a better state, at this moment its simply an unfinished product. First half is great, second half is lacking in every department, from quest design to enemy variety. Thats specially clear when you get to the habitat, everything feels very small and rushed in comparison to AoD."

7 years in the making. well, maybe i'll take a look again in a year.
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ixigia
[Moderator] Consigliere



Posts: 65105
Location: Italy
PostPosted: Mon, 22nd Apr 2024 18:36    Post subject:
vurt wrote:
ixigia wrote:
according to this it looks like it's the end of the road :'(


Doesn't seem like this is the case any longer, they're doing a sequel (i was reading some comments from one of the devs on the steam forum).

it's 35% off and a patch just came out which peaked my interested a little so i started reading up a bit on the game.


also from reading recent comments:

"I'm gonna save my review for when the game is at a better state, at this moment its simply an unfinished product. First half is great, second half is lacking in every department, from quest design to enemy variety. Thats specially clear when you get to the habitat, everything feels very small and rushed in comparison to AoD."

7 years in the making. well, maybe i'll take a look again in a year.

That's nice to hear, the lead developer was incredibly pessimistic about it but I imagine sales didn't go as bad as envisioned some months back. Who knows, perhaps they could recycle some assets and save time now that they're familiar with the engine - they don't even have to hire voice actors or develop cutscenes which helps. As for the game, although it's true that the latter parts/mini-hubs were very rushed and felt less cohesive than the starting area, the criticisms in terms of gameplay are universal and if one doesn't like how static the AoD formula is then no miracle(tm) can change that. The overall balancing and reactivity definitely could benefit from more patching, though.



Random creations of an insane mind / Screens from Bulgaria [Early Access]


Last edited by ixigia on Mon, 14th Apr 2025 20:24; edited 1 time in total
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VonMisk




Posts: 9477
Location: Hatredland
PostPosted: Mon, 22nd Apr 2024 19:51    Post subject:
I just read they really doesn't have money and the development of Colony Ship was a chore full of obstacles. One of the programmers left half way through, they only have one writer and a lot of money went to 3rd parties making assets. They wish they could do a sequel but that would mean to pay for 3rd party artist to make new assets for aliens etc., which they don't know they will have money for. Any money they could do through kickstarter and similar sources won't really pay for it as it didn't for Colony Ship.


sar·​casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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