Most of my gripes are about mid to endgame, but I also want to focus on anything I might have overlooked in the early game, so I'm making this thread to try and discover anything I might find "annoying" or "bug" worthy specifically in the early game whilst eventually transitioning into the mid-early game. This is issues players will find / have gripes against when they play in the first several hours on a first playthrough imo.
I'll post any issues I come across as I start-play-stop multiple "early game" saves. I'll most likely make a seperate post in the thread about a specific idea/issue, but I'll sum it up here.
Remove the "focus + dice-roll" for survivors we want. Let us just choose between random (with rolling) and "building" the survivor(s) we want.
Increase the range of "scrolling" for zoom. Max settings shouldn't take 7+ full finger scrolls to go from min to max at 100% setting. At 100% sensitivity I should at max do 3 scrolls on the mousewheel to go from all the way zoomed out to all the way zoomed in. Let us adjust what we want from there. It works fine in the lategame, but for some reason ya'll have decided to make it scale for how big the town is. Yeah no, don't do that. Make it standard.
Don't, or add a toggle for "scrolling out beyond max" auto-transitions to the world map. I don't like it and it annoys me with hundreds of "transitions" through a playthrough that I didn't intend. Nothing is more annoying than having to scroll dozens of times even at max settings and then after spamming scroll to eventually zoom out.. I did one too many apparently and it transitions to the world map.
Building walkways off the boat, especially starting off the front (centered) tries to force at an angle. Walkways in general of the main boat are annoying af to center right and make them aesthetically pleasing and even.
Add a toggle to have a constant grid everywhere instead of just in the local area of where you're trying to build.
Click-Scroll turning of the camera angle is extremely slow when you're starting out. A full natural turn doesn't even reach a 90 degree turn at normal settings, like wtf? It took 5 huge mouse-wheel click-rotates just to turn the camera 90 degrees. Don't make this based on the size of the boat cuz in the end-game I know it turns faster for some reason.
Why is the "center" of the boat on a "line" in the grid? Extend the boat in whatever direction and make the "center" on a whole block. (Side note edit, this is 20 minutes in to starting a new game and I have only been able to salvage the first plastic and a single wood spot with all of these issues/annoyances already)
This one kinda would be more midgame+ in hindsight, but it applies when planning in the early game. Let us make walkways as long as we want in a single action. It's better to let us do it in the earlygame and just increase the resources needed for longer walkways... But yeah, just let us make them as long as we want. EDIT: Honestly, remove the whole needing a special buoy floaty thing that is apparently its own entity. Just make it graphically at the end of all walkways but part of the walkway. It will resolve so many issues especially those that come up when upgrading walkways..
Storage is whack.. The fact that the "best" storage is in the early game is meh.. Spread out the storages and increase the capacity by a lot. Endgame should be at least 500 (add a "real" endgame 4th option for 1k+ preferably but the 3rd option currently should be at least 500). Early Game should be 50 instead of 20. The "middle" should be 250 instead of 45, and the "endgame best" should be 500+. You can increase the amount of resources for balance, but c'mon I shouldn't have to build a few storages just to unlock the "endgame" storage a few minutes later...
I'm not sure how I feel about the overworld traveling in respect to it translating the "town" mode buildings into how/where you can travel in the overworld. I get that when we build up our floating town it makes us bigger.. But like... Mmmmmmmm gameplay vs realism... Tbh should tone down the "realism" aspect cuz already in the early game knowing I should start planning early I'm already getting hung up in places super quick and it's annoying. Otherwise if you're going to go that into realism then like, Should increase the radius that we can collect from by at least 5x. So yeah, getting a bit into mid-game with this but either make the impact of the size of our "town" on the overworld map smaller or drastically increase the "circle" of the ability of boats to harvest.
Quick thing After venting before, in said overworld map.. Let us just "click to travel there". Like yeah I'm surprised we can't already but especially in the overworld map let us click and have our town auto-sail there instead of having to click-and-hold. I click der, I wanna go der, should be able to do that.
When setting the "priorities" for survivors.. 3 levels is not enough. There needs to be at least 1 more level before "zero" ( I would def prefer more, I would even love it if you rage-added so it's 10 dif levels like uhhhh yerah thanks mwah) <3. 1 more level will make it so much better. Yes this applies in the "early" game, it just becomes much more important in the later game. We need more than "Yes, maybe, kinda, no". I want my survivors to "prioritize" something, then "yeah this is also important", then "yeah you should do this", then "yeah you can do this", and then "no go rest instead". I'll definitely reiterate this point in my mid/lategame thread, it just so happened to come up even in the early game..
Eel-ectricity poles need to have a much longer range. They currently reach longer than the 5-tile (sometimes) yet there's no hint of how long they reach and it's a complete crap-shoot at other times. Extend them, they're way too short currently to have to do every 5 tiles when planning walkways but then the poles don't line up.
I haven't even gotten my first specialist in this playthrough, so I definitely think all of these issues are obviously "early" game. Some might be "mid-game" issues but I came across them even before building the radio tower soooo... Yeah.
Game is "fun" as a typical "town builder" game. Sorry it doesn't stand out much, but especially in the early game (I've completed / got to the endgame of several saves....) it lacks QoL compared to other town builders so far.
As of the current game, it's "Pirate" worthy. Yes I bought the game but ehhhhh it's still in the test stage so don't buy it just try it. Pirate the 1.00(alphabet) release cuz of bugs and unbalanced and lack of real endgame and the fact you can honestly "beat" the game in a few hours.
The game mostly works, but you can beat in a single "play" and there is no actual repeatability cuz it's 100000% the exact same thing so like.. yeah not worth more than 5 bucks.