The material pouch is a busted item. Can't have it at the start and it is relatively easy to make. Once you take a moment to understand the crafting system, you will see how to get to that point quickly. Alternatively, you can rely on luck to get you some storage space from the crates. The drop storage items relatively frequently
Overload53
Recent community posts
Landmines are the only acceptable thing to die from without question in the game, as they were specifically designed to kill. All the other traps (even the turret) were designed to debilitate, with the spike trap just being more lethal than the rest if you get unlucky. Based on what I've seen and experienced, spike traps are the only trap that can crit, and landmines always 'crit'.
That actually sounds like a good mechanic to add. That, if a Expie is panicked, they have an X% chance to drop items, or close out early from a minigame. That would be significantly better than the Expie being non-responsive AND losing it's chance for a last stand. I shit you not, the reason why I lost that Expie is because they resisted my commands FIFTY TIMES over the course of the bleed out. Roughly an entire minute of fighting the Expie that could have been used to save their life
Can you nerf how a traps can affect mood? It's very strange for an Expie to be happy and jovial at 35 mood, then a single trap crits and suddenly the Expie just gives up the will to live at -75 mood. Mood doesn't change rapidly like that. I would understand it happening later and/or over time, when the wounds are aching, or hitting multiple traps over a short period of time, but in that moment it would be more of a desperate fight to survive. I should be only having to fight the Expie if I've been making many mistakes over and over again
Addendum: I hear that the second chance mechanic is tied to mood. If that is the case, then making traps hammer mood is antithetical to the being given a second chance, to the potential random bullshit the game can spontaneously sneak upon you
This game is awesome, but it has a few unpowered Grav Bags that weight it down. From in order of importance:
Please nerf water. It's WAY too powerful with how much force it exerts. I know it sounds weird, but make it more sticky so it doesn't move as much when there is only one tile deep of water. Also make it so that water loses momentum over time. It's kinda silly that water slowly gains momentum and eventually tosses the Experiment across the world and back.
Please allow for beginning of layer saves points. There could be any number of reasons why a player would need to stop mid layer. Too tired, power outage, having a spontaneous responsibility that needs to be done. I know that it could be used to save scum, so to counteract this, make it so that, if a player exits early, the health state of the Experiment stays when the exit happens, but the items go back to when the last save began. That way, a player couldn't just flee death by reloading a save, but can also keep their progress if needed.
A quality of life that would be nice to have is to be able to use backpack items without putting them on. An example would be the ripped duffel bag. You can use it in your inventory slot in the beginning, but then can't once it's repaired.
Experiments seem to be too weak? I don't know how big the Experiments are, but if you give them a some meds, two gauze, and a few tools, they act like a black hole has been place on their back. I don't know what a u is, but if it's anything like 2.2 pounds or a kilogram (since that is what you used to measure the Experiments weight), then their starting carrying capacity is insultingly low. Humans can carry a quarter of their weight comfortably without training. Experiments are also part animal, and animals generally have a natural strength buff, so Experiments should have around 20u starting strength, since they start at 50 Kgs.
Hunger drains too fast? Experiments loose weight extremely quickly. Muscles are very efficient when it comes to energy consumption. An example is jogging five miles only burns about a cookies worth of calories. Another thing is the negative effects of being underweight. The a healthy body isn't effected by losing weight until starvation (literally no fat remaining) which is about 70% baseline body mass. Then death doesn't start creeping around until 60% baseline body mass. If we use the 50 Kgs that Experiments start with, that means there wouldn't even be a negative moodle until 35 Kgs, and wouldn't suffer potential spontaneous death until 30 Kgs.
Other than that, this is a very enjoyable survival game. It's nice to have a more realistic health system to play around.