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Miravlix

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I just fired up Frostpunk and played a bit and while it is visually different from Surviving the Aftermath, it's like the same designer is providing the gameplay ideas, but the graphics team has very different opinion of how things should look.

Frostpunk is more a hardcore survival game and very dark, StA seems to be rather upbeat (A positive in my opinion).

While I do feel we need game play so I have to choose what the next job should be, I do feel Frostpunk balance even on normal is hardcore and you need a guide/experience before you can fully enjoy the game. Where even my first playthrough of StA was enjoyable. It just get rather pointless at around 100+ pop, as you only need that amount of jobs to supply every need of the colony until much more pop.

But maybe we should lobby for improving hard difficulty. I don't think any experienced player is challenged by the games "hard" mode. It's more like I choose a look of the game by changing the difficulty settings.

I think the food balance is way to much in favor of low amount of jobs being able to feed high amount of pops. I guess the baker does kind try to deal with it, because it does take some jobs to keep up with the firewood demand, but I have 200+ pop and 5000+++ food and free 70 labors.
 

Gilgamoth

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Frostpunk has also been out for nearly 2 years, StA hasn't even reached release yet, I think your comparison is a little harsh. More Gameplay will come (and has over the last 3 months) including balancing of the difficulty levels.
 

Miravlix

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wtf, I guess you could say that my opinion of needing a guide/experience to enjoy Frostpunk is negative, but that is NEGATIVE about Frostpunk, so I have no idea what this nonsense reply is about.

I didn't mention a SINGLE Frostpunk feature that is better than StA, though I do think the control of the scouts in Frostpunk tend to be more enjoyable, but Frostpunks overland map is a lot weaker. I'm just not enjoying manually moving the characters around on the overland map, getting them in and out of cars and all that.