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Title: Rise to Ruins
Genre: Indie, Simulation, Strategy, Early Access
Developer:
Raymond Doerr
Publisher:
SixtyGig Games
Release Date: 27 Oct, 2014
Minimum:
English
Really enjoyed Rise to Ruins until the implementation of trash, which broke the game due to the immense increase in micromanagement that hasn\u2019t been addressed properly. Now you cannot harvest a section of wood, food or even rocks without microing the EXACT amount you need to build a new structure since the new INSANE rate of decay ensures that even ROCKS disintegrate into \u201crocky trash\u201d in a day or two. WTF is \u201crocky trash\u201d anyway!?!
I do see the sense in having raw food decay in a day or two, but rocks and wood? Even the increased deterioration of food leaves an abundance of microing which this once great game does NOT need. It\u2019s adding nothing to the overall playability of Rise to Ruins, and is adding plain frustration and unnecessary microing.
Please rework trash, or remove it, or preferably make it optional. You have golems, undead and ghosts. Why trash? Just doesn\u2019t make any sense.. A really addiciting mix of a godgame citybuilder with tower defense against hordes of zombies. Sounds weird but plays incredibly well. There are also tons of maps to play on. The developer is really active and talks a lot with the community.. Rise to Ruins is a really awesome time killer)))
It's a little bit similar to Towns.. Interesting if rather simple city building mechanics, combining with survival \/ TD. 'Banished' with waves of undead. glhf.. Uninstalling until the trash system is either removed or reworked. It's nothing but a frustrating game mechanic adding a fake sense of new content. Apparently rocks, wood and crystals can deteriorate into trash in less than 10 minutes. Do you know what that means? All your harvesting buildings which have their default supply demand set to infinite will make your workers always mine new resources without ever dealing with the ones on the ground. So guess what? Unless you constantly monitor your harvesting buildings you'll always have a ton of trash everywhere.
Because of this, the first game I played after the update I had to buy wood from the marketplace because all the trees were being cut and left on the ground to turn into trash. I even had multiple wood storages that were constantly empty. Either remove\/rework the trash or improve the AI.. This game is so close to being fantastic, but I'm afraid the dev's vision of "survive until you die" stands in the way of what the game COULD be. Let me explain.
You start with a great little city builder! Yes, we can quibble about the oddities of farming\/water resource management, etc., but it is tremendously satisfying to watch as your village grows and comes alive! Then, the monsters attack. Mostly at night. You transition to a tower defense game, constructing towers and golems to fight the enemy, weaving a maze of walls for the enemy to traverse, holding strong as your villagers cower and attempt to reinforce every defense while balancing seasonal survival needs. This is all very cool... until it's not.
You WANT to send out a force to counter-attack the enemy base camps. The game isn't designed for that. You WANT to eradicate the threat from every sector of the World Map one by one. But again, that\u2019s not what this game is about. The best you can do is... survive. For awhile. And then die. Yes, you can play on more peaceful settings, but you miss out on the tension which, early on, is really very good. But this game makes me long for more, like the days when I played the Majesty games where you could assemble a bunch of heroes, select a threat, and have them go trounce the enemy (or get trounced if not up to the task). If you play your cards right in Majesty, you can actually win! Here, in Rise to Ruins, you grow until your villagers are defeated, with goals like "Survive 21 days!" as your only incentive to keep going. But why keep going if the end is inevitable and the enemy is guaranteed victory every time?
All defense and no offense creates an artificial limit on what this game COULD be. The potential is there, but ultimately it's a bust for me. Sigh. Back on the shelf of my Steam Library, hoping someday a developer in inspired by the many great elements from this and builds something with a more expansive vision - one with a path to overcome the threat and Rise FROM the Ruins to fight back!. Steep learning curve, each reset you discover something new to help you build a better town, once you figure out how to hold off the monsters it becomes relatively easy but you can easily lose hours managing your towns
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