It works fine with a game controller. I think one of the splash screens even says something to the effect of, “Dude, you really should play the space bits with a game controller.”
As for the game in general, am I the only one who keeps getting summarily clobbered by this game?
I didn’t like using a controller in beta because the direction of facing would snap back to the direction of travel after releasing the joystick. I was really looking forward to experimenting with the steam controller to get around that, but didn’t get around to it.
Story mode is already live but this is still hard! Mostly a matter of lander steering mastery so far because right now I destroyed it on the first planet already. It is finniky with a M+K. Space seems OK but Lander is trouble for me. But it looks great and lovely designed.
Unless something changed, it is MUCH easier now than when beta started. I think (for better or worse) they wanted landing on planets to be relatively hazardous and not something you did for kicks. Personally, I think that cuts against the theme of the game just a little bit.
I haven’t played in quite some time, but based on my last time with it, the best thing to do was to only land if there was a rare resource. And if you can, sell that resource instead of converting it directly to hull or fuel. Use cash for that.
I love the concept here, but I guess where things went wrong for me is that I wanted something a bit more like SAIS but with more depth and bit more length/complexity. Long Journey Home is maybe an order of magnitude bigger than what I wanted. And while I understand the creative decisions they made, what I really would have loved is to be able to customize the galaxy size and play on a much smaller scale. I’d like a game I could complete in an hour or two and replay again and again vs 10+ hours.
I really enjoyed streaming this, because I went from really not liking the game to seriously digging it by the time the stream was over. If Long Journey Home hadn’t won Request Wednesday, I probably would have written it off forever as a punishingly difficult rogue-like with minimal gameplay density, based on a few failed attempts at rogue mode. Instead, if you just suck it up and play on story mode, it’s a space adventure with more in common with Star Control 2 than with the latest crop of survival games.
Absolutely. A game designer needs to have a vision. You then have to filter feedback through the lens of what that vision is. You will never please everyone, and trying to implement all useful feedback is a recipe for disaster.
Just caught wind of this. You guys are supposed to DM me when there are games that are comparable to Star Control 2! Pretty sure that’s in the by-laws!
I don’t know that I’ve been this tempted to spend full-price on a game since XCOM. I don’t have any interest in playing this thing on Rogue mode, but if the Story/Adventure modes are solid enough, I’ll be perfectly happy with that! I am even willing to master Lunar Lander-style gameplay!
From what I’ve seen in Tom’s stream, this thing seems to justify comparisons to another neat (and obscure) space game: Starscape!