I'm going to skip out on this. All I'm seeing from it is: "Let's make a city-builder on a mountain!" "Do we want to incorporate clever and creative vertical city-building elements to shake up the formula?" "Nah, Anno with half the aesthetic and visuals budget will be fine."
@@geofff.3343 Bruh. You go ahead and support Ubisoft then, instead of a small team with an interesting concept. Ubisoft really wants your 130 buckeroos for the Jabba the Hut cutscene btw.
@@AkaistosI mean, the person you responded to has a valid point and critique. At the same time, you're on point with Ubisoft; supporting that company is self-harm, and bad for the industry I have a large disposable income, so I buy games like this, even when I have no intention of playing them, because I want to promote and support new developers. I played an hour before uninstalling and going back to Bulwark and Rimworld.
The government: we’re trying to stop the apocalypse, so we all need to work together! The workers: yeah I’m going to need my own house and a supply of fresh eggs before I do anything.
Very interested in this game, loving the theme, graphics and gameplay. Like the Dev commented, if there will never be a rotation option, I can live with it.
I like that when you put houses in a row, it sort of looks like one long house merged from its separate houses. Hey, when your neighbors are that close, you might as well live together.
+2 to charisma checks, -1 to wisdom checks. "You never have to think about what you say ever again! People will get tired of listening to your infinite yakking and are influenced to let you do whatever you like. Unfortunately, it means you don't think before you speak on a more frequent basis.
The game is quite unique and honestly a lot of fun. Just one thing that I really dislike for a first experience : the unskippable, on rails tutorial, I get that some people want that, but not being allowed to skip it is a ludicrous concept.
i saw the first playthrough you did. I came back waiting to see if the rotating buildings was still an issue and it seems like it is. If all buildings were squares and depending on how you lay them out they connect into different shapes, sure, no rotating. but with rectangular shape buildings, and having to really plan out your space economy, rotating is definitely lacking
Hey man! Big hug from Brazil, love your videos, been followinbg for a good while! So much fun content! You give me something to look forward to at the end of the day!
When u where doing the reconfiguration of ur base u could just put a road from the north of the baths to the house with the need. I think. Nice video man
@@Menelutorex Where else should they live? Temperate mountain forests are their main habitat! And AFAIK their range included Tibet. Probably some of the lowland forests too though.
I give this game credit just for not being another European themed city builder. with Manor Lords I should be fine on the European front, it's time to diversify.
I'd be willing to help mod your RU-vid comments for no pay. I don't want you to stop making videos and that's worth it alone. You're my favorite content creator on all platforms and have gotten me through rough times over the years. It's the least I can do to help support you since I can't monetarily. Hit me up if you're interested and need to vet me or anything. Be well Splat. Thank you for the years of entertainment and escape on You Tube and Twitch.
While I like the setting and the overall style, I honestly think that a good chance for something special has been lost here. The way the setting works at the moment, it is basically small islands connected to each other. The verticality is only visual, but could easily be replaced with horizontality. At least being able to build vertically and on top of other things in some areas would imho give this title its unique selling point. As I understand it, such an option is a critical development step and therefore may not come anytime soon, but I would still encourage the developers to consider introducing some USPs that are not only visual.
Hmm, yeah, making the verticality challenging and interesting from a mechanical and not just visual point of view would be great! Though how does building on top of other buildings à la Timberborn achieve that? Maybe some things could grow increasingly slower or produce less the higher you go (not like islands which each specializing on something with different bonuses)... where you have to balance e.g. better farming conditions vs. longer transport routes. A similar thing would be more costly or precarious higher structures as opposed to further away, higher up the mountain placed buildings. Is that what you had in mind?
@@Muenni "Maybe some things could grow increasingly slower or produce less the higher you go (not like islands which each specializing on something with different bonuses)... where you have to balance e.g. better farming conditions vs. longer transport routes." That is already in the game as it happens. A lot of farm type buildings (barley fields, beekeepers, tree groves, etc) produce different amounts of goods on different parts of the mountain. Monks also get one of their needs fulfilled by living on the top part of the mountain. I'm not yet 100% sure how travel distance along the vertical shafts is calculated, but I know you need more transporters employed to deliver goods over longer distances (which is why at high tech level you unlock yak transports, which transport 3x the amount the human cart transports do, but of course require yaks, which require space and/or food, and so on). But vertical transport requires yak to operate the yakavators between levels, so it's not for free in any case. But there most definately are a number of things that change depending on altitude already in game.
That's good to hear! I was aware there were differences between the 'islands', more wondering how gradual they were. As in, is there a difference game-concept-wise between the mountain meadows and Anno's islands. Not sure how to make the mountain building at increasing heights noticeably different to horizontal, connectable building areas found in other games. Or maybe it is already unique enough as it is, I'll have to check it out.
This game would be so much better if the areas build on would be made flat. There is no way anyone in real life would build a house and farm on such a tilted area.
youre only thinking about the 2d grid space, not the actual map topography. You couldnt rotate buildings without really large cliffs supporting the houses or having them slant along the slope of the mountain. You can see how it makes smaller flat areas to support the buildings that are wide and thin, to support living on slopes.
I wonder if there is anything in the story about not rotating the buildings; something like building with the entrance facing the mountain peak is bad luck, but facing out toward the open is good. That would kind of explain why there isn't much in the way of building rotation.
@@highlanderholyfield855 Yeah, I feel like its the one time speed running should be highly recommended. 1. End of the world is coming 2. We need to build a horn up high to keep that from happening 3. Lets make sure everyone has enough eggs. Happy Splattercat reviews them all though.
Hey splatt! What is the best way to support you? I have an extra 20$ a month with your name on it. How ahpuld i go about giving it? Join youtuber as a member? Or mayhaps you have a patreon. Or someplace that doesnt take a majority of the money meant for you? Let me know please sir!
It has a really cool idea that is completely ruined because they are using a grid system on terrain that can’t support a grid. So I literally can’t build a a settlement that would look like it was built on a mountain. Baffling development decision.
yeah, one would think one of the allures would be to creatively make the most of the restrictive space. But the grid restriction on top of that takes the fun out of it.
Since most buildings seem to be squares, not rotating isn't that much of an issue. But adding it into the game would mean doubling the amount of work to create the models. And since buildings morph together it would come down to quadruple work. And you also want buildings to morph together vertically? Greedy much?
Then this does nothing new. Honestly if your thought of, "Let's build a city-builder that is on a mountain." is not followed up by incredibly vertical kinds of city building you've missed the mark. It just feels like a restrictive form of Anno without about half the production budget.
So yeah, this is not exactly a city-builder it's a city-builder shaped puzzle. I tend not to like the extreme end of that. It's why I didn't gel with Frostpunk or Ixxion. They're not really there to foster creativity or survival they have one golden path and you stick to it and you'll always be fine. This isn't that bad, but I like to be squeezed by a city builder and try to come out with something that looks like people would have designed it. It's a limitation-breeds-creativity and this doesn't feel very creative.
I think I'm going to skip this. The dev can't allocate resources to make the buildings more diverse and other than "it's on a mountain" the production chains are done better by Anno and it's not diverse enough to be like Cities Skylines.