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Dave the Diver just turns into a slog is all. It's fantastic at the start when everything is novel, and all the systems hold promise. But the systems themselves turn out to not have good gameplay loops, so right around the underwater village it starts to kinda suck, which ironically is right around when all the systems are mature enough that to play well you have a giant list of "todo" items across a variety of systems, many of which you may find boring, but are obliged to interact with anyway, sort of like real life.

The advantage a game like factorio has over DtD is that you can kind of abandon huge sections and "start fresh" while still collecting rent from the work you did earlier to fund your new excursions. I guess DtD does this to a degree, but there's a lot less freedom of intellectual movement.

This is why I like Against the Storm. It is a novel (if familiar) challenge every time, and every time you "beat the odds" the game forces you to move on to the next harder challenge, "you beat this puzzle, you need a harder on."




just looked up Against the Storm, looks like the board game Agricola, where the goal is to build and farm and survive the winter. I always found Agricola ironic, in that is masquarades as a PvP game, where your survival outcome is then compared to the other players, but its very stressful as there are not enough resources on the board for your family.

so thats what made it too much like real life for me, because you're like struggling but then pretending like you are flexing (look at the size of my house! my farm!), but really everyone barely made it at all

maybe Against the Storm as a single player journey makes more sense


I've played both, I absolutely love both, but they don't have that much to do with each other.

Against the Storm is all about setting up complex production chains, not necessarily linking them explicitly like in Factorio, but more about balancing resource availability and assigning workers. It's a lot like other resource-focused city builders like Anno, but it is very well designed to impose a constant pressure on the player, always on a rush to meet goals before the whole thing crumbles, constantly putting out fires in the system (sometimes literal fires).

The name is perfect, in that you build this complex machine, and it is constantly stress-tested by periodic hazards. It's an awesome rush to "hold-fast", scramble to desperately fix things, constantly on the edge, hoping that the storm will end soon because the whole thing is about to crumble, while rushing to fulfil the objectives so you can get out of there before it gets too bad.

Frospunk evokes this feeling really well too. I suppose Factorio is kinda similar with the alien attacks. Come to think of it, the pressure to feed the family and the final scramble for points in Agricola are not so dissimilar either.




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