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Joined 2Y ago
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Cake day: Jun 22, 2023

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Tbh I’m against the full on map idea since it would ruin and demystify/trivialise the aspect of exploration, but maybe they could have made it so that the scanner room HUD chip UI was actually useful and displayed any kind of distance indicator. Often times I’d be scanning for limestone chunks for example. Now my HUD is full of circles that all have the exact same radius and no indication of distance, just a vague direction, and it’s so frustrating to work with that.

They could have added some sort of compass as well. They chose not to.

I wish they implemented something like No Man’s Sky’s non-intrusive HUD, which conveys both heading and distance at the same time in a super nice way.


You’re not alone. As much as I love that game, the absolute lack of direction is one of my biggest gripes with it, right along with the atrocious inventory system.

You’d think someone who manages to build a fricking atomic submarine and a mech suit would be able to pinpoint relevant tech on the go somehow but no. Also you get a scanning room that can pinpoint little pebbles a kilometre away but is it helpful? Nope. Just another half-baked gameplay element that was never developed beyond the initial concept.

So yeah, your concerns are absolutely valid. Anyone who played this game would agree. But maybe that’s why I personally love the game. Clunky and beautiful, frustrating but once you find that thing you’ve been looking for, a bit rewarding too.




I loved Clonk back in the day. Discovered it from the falling sand craze a long time ago and I still have fond memories of it.


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