Citizen Sleeper 2 doesn't disappoint. It's mostly more of the same, but in a way that doesn't feel like a money grab. The new mechanics are fine. Going to buy all DLC they throw at me.
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Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Sunday, 16-Feb-2025 06:35:26 JST Jacek Wesołowski
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Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Sunday, 16-Feb-2025 07:14:01 JST Jacek Wesołowski
@mindfuck_inc I think the low rolls were a choice to enforce some risk-taking, since the game is balanced to allow dice waste (it has to be because dice get broken rather unpredictably). But I agree some more low-risk rolls in cities would be nice. There are like three "safe" rolls in the whole game.
Also, more focus on the crew would be nice. Shame that they only have two dice and never grow their skills.
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spell (mindfuck_inc@mastodon.social)'s status on Sunday, 16-Feb-2025 07:14:02 JST spell
@jzillw mechanically I wish it had some sink for low rolls. The way it's now it feels terrible if you get a bunch of them during a contract, when that happened I usually just ended the cycle without using them rather than risking stress and damage.
Other thing is that for a game about being a crew and relying on others the upgrade system works against that. Main character gets way more powerful compared to others, so the crew seems to matter less and less.
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