Various academic commitments kept me away from Sunless Sea until yesterday, but I have been playing it to bits for the past two days.
I realise a lot of my feedback will be the same as others’, but adding my voice to theirs can’t hurt. Playing beta version 0.1.2.1066, which tells me there are no current updates.
Some thoughts:
- The music is absolutely beautiful, and really sets the various scenes perfectly. Many congratulations to the artist in question.
- The Unterzee really does look the way I imagined it.[li]
- The lore. Oh my, the lore.
Some niggles and quibbles:
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At character creation, the "which title do you prefer" then image-and-name picking comes up twice, every time. I go through it all, then I have to do it again, and that second one is the one the game accepts. This happens whether I click on it as a card, or if I just do it directly in the Gazette.
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Is there anything to stop me picking a background and getting the associated stat bump, dying immediately, keeping that skill, picking the same background and bumping it further, dying immediately, and so on, until I have a ludicrous stat at the beginning of the game? If that actually works, it might be best to have background give a constant bonus to the relevant stat, rather than increasing its base value. If I’ve misunderstood how that mechanic works, apologies.
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Buoys. I see elsewhere that collision with buoys is being taken out. Good! I died ten seconds in with my first character due to a buoy! The Admiralty clearly need not develop undersea mines - the buoys will do the job! (And wouldn’t that be an interesting late-game story: being asked to deploy buoys rigged with explosives…)
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Venderbight. I keep forgetting to "sell" my tomb-colonists. I realise that’s my fault, but still. Couldn’t "the tomb-colonists leave and you are paid" be an autofire card?
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Similarly, the game can be awkward about giving you all the various location options correctly. Often if you pick things in the wrong order (like talking with the sisters at Hunter’s Keep at various points) you don’t get to explore and get a report for the Admiralty.
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It happens a fair bit that after a certain option there’s just nothing displayed in a location and no cards available. Sometimes launching/docking fixes this, sometimes not. Shouldn’t there at least be a base "not much else to do here in X at the moment" display?
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Is there any reason "you scout the location and prepare for a report" couldn’t be an autofire card on arrival at each relevant locaiton, except in very unusual situations (late-game Hunter’s Keep)?
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Although it’s appropriate, 100 Echoes is an awfully high price in the House of the Question for the answer you get…
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Text wraps incorrectly in the Gazette.
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Is there a point to the Gazette’s Locale tab?
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In the section of the Gazette where qualities are displayed, you don’t get to see their mouseover text (only when they come up in a storylet). I think you should be able to see them when you want to, because they’re lovely.
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The Officers look great at the top of the screen, but DAMN (ahem, sorry) do they get in the way when I’m sailing North. Presuming this isn’t an elaborate plot to discourage Seekers, could the Officers bar maybe have a collapse/pull-out option, so you can see and consult them as necessary. Hearts/Veils/Pages/Mirrors/Iron should remain, of course.
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I note that the sector including Codex is marked Finished. Is there actually meant to be anything on Codex, other than the supply/fuel harbour market?
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The whole burning fuel to go faster thing is really unnecessarily complex. Why not have a couple of options: Normal speed (slow fuel burn, Fast speed (fuel burns as fast as supplies), Racing speed (fuel burns as fast as supplies, hull starts taking damage)?
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The cursor being fixed at the top left of a displaying text box meant it always obscures part of the text. This is really irritating.
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More monsters would be great! I’ve played for ages and not got a single encounter sometimes. I realise it’s location-dependent, somewhat.
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Alexis mentioned somewhere that they were considering ways to make the "lit" zones more obvious. Why not mark them on the charts with dashed lines? Gives people more of an excuse to check the chart. And on the Unterzee, light patterns are at least as important as currents.
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Gah! Hunger! Always hunger! SO HUNGRY!!! WHY MUST THEY ALWAYS FEED, ALWAYS FEAST? FOR I WAS HUNGERED AN YE GAVE ME… Ahem. My crew eats fast. Really fast!
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Early-game it seems difficult to keep up with the supplies economy from the funding opportunities available to you. A Venderbight run nets you 30 echoes from Venderbight and the Keep reports, plus 30-60 echoes (average value maybe 40 echoes) from the tomb-colonists. Since you’d consume at least five supplies on that run (50 echoes), and may sustain little bits of terror and hull damage over time, it’s very close to zero-sum. Harsh.
In summary, I love the game. It’s amazing! I’m mentioning all of these things in the hope that they can make the final experience even better. Can’t wait to see the full thing![/li][li]
edited by Asclepius Unbound on 5/16/2014