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About This Game

Apollo4x is a game of transporting 5 resources between planets, and you have limited fuel to do so. It's a bit puzzle, a bit resource management, and some tycoon strategy. There are no build queues, and you are having meaningful interaction with your economy every single turn. There are no "other players" to compete against, but we've instead used a "time pressure" type enemy that consumes planets as it spreads across the map - because a fun game needs a challenge component, and we find symmetric AI opponents problematic in other games, so this was the best solution. Difficulty is fully in your control, and ranges from zero-challenge to something the creators can't beat, so you'll find your own best settings with experience.

Apollo4x has "4X" in the title, but this is not an indicator that we've made a "traditional formula" title like Master of Orion, or the games that follow that economic and combat model. Steam has a multitude of games that do, and do it so well that there's no point in us making a competitor to them.

The Idea


What we did is toss out the economic model of exploring a hidden map, having AI opponents that attempt to play the same game as the player (because they generally fail, and obviously cheat) and long build queues where you just hit "next turn" 100 times before anything significant happens. Rather than have you build a navy of spaceships and militarily conquer other simulated players, we made more of a tycoon puzzle economy. Each planet has three "exports" and you put two "imports" on them. Money is made by matching exports on one planet to imports on another, with the limitation of fuel availability, which is dependent on how upgraded each planet is.

The Enemy


Since we don't have simulated players to compete against, we decided on using a "creeping doom" style opponent. The enemy spreads out organically from their homeworld(s) at a pace you determine in the difficulty settings. You can, and will have to, slow their spread and defend your own planets from this steadily encroaching threat. Each enemy colony adds +1 army to their homeworld defense, so the player is encouraged to keep the enemy from growing into an impossible strength and speed of expansion by "pruning" their colonies. If your chosen win condition is to cleanse the galaxy of them entirely, you'll have to weaken them first through attrition.

Combat


We went out of the 4X realm and built in a tactical card game inspired in part by some of our favorite tabletop combat games. Morale, combined arms, and multiple possible tactics for each of the very unique units to choose from every turn. Four different enemy clans to battle, based on the four horsemen - death, war, pestilence and famine. Each has an entirely different set of units and tactics and requires a completely different battle plan to beat. War fights with brute force, while pestilence attacks with morale crushing horror weapons, and death gave up their bodies for machines and now are the unliving reapers. Currently there is no space combat or fleet building, being instead like Starship Troopers where your troops are "dropped in" and just fight the ground war. This is to keep things simple and not have two different combat systems in a game that's primarily a trading puzzle - but if Apollo4X does well, it's on the list for whatever sequel we make.

Winning


Winning the game is accomplished by either economic or military means. You can kill all the enemy homeworlds. Alternately, stockpile 300 of each market resource, or upgrade your colonies to produce a cumulative 500 "stellar network" points and colonize 20 planets. Military, economic, or expansion victory is your choice.

Game Difficulty


Finally, we allowed you maximum choice of difficulty. Tailor the game to your needs, so you feel challenged but not overwhelmed. If you think the economy could be more resistive, turn it up. If you want to not worry about enemy expansion you can weaken them, start them with less colonies, or lower rate of expansion. Or, if you really like the combat game, set the economy to easy and add all four enemy types to the map at maximum strength -- good luck with that, though. If you want to go fully casual, we even allow you to turn off economic failure, and have unlimited funds to experiment with. We, as players ourselves, lose interest in games that are too hard or too easy, so it seemed important to give the player full control of it. Since most people want to play on "average", we'll be listening to feedback about which difficulty settings are most popular and adjust the "average" levels to those trends down the road a bit.

We dared to be different in a genre full of excellent but too similar titles. If different is what you need, this is it. 1075eedd30



Title: Apollo4x
Genre: Action, Adventure, Casual, Indie, RPG, Simulation, Strategy
Developer:
Digital Entertainment
Publisher:
Digital Entertainment
Release Date: 5 May, 2015


Minimum:

  • OS: Windows XP
  • Processor: 2.0 Ghz
  • Memory: 2048 MB RAM
  • Graphics: DirectX Compatible
  • DirectX: Version 9.0
  • Storage: 200 MB available space

English



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The game suffers from a few design decisions which I found personally very frustrating. I have not logged a lot of play time, however I have watched a few tutorial videos and have learned that this is not a gap in my understanding of rules\/controls, but is in fact how the game was designed to be played.

Fundamentally what bothers me about the game is the fact that you are not building consistent trade that develops and grows over time. Instead every turn the resources demanded by planets and the prices are re-rolled, and all your convoys from last turn are removed, and you basically have to plan things from scratch. This is enjoyable for a few turns but quickly becomes tedious, especially with larger empires. It is frustrating to invest five minutes thinking through an excellent trade route, only to have it removed the next turn (and with no way to recreate it). Not only that, but it removes an element of long term strategy from the game as I do not expand based on optimizing my current trade network, but instead expansion is best done through a simple greedy algorithm (grab the best, nearest planet every time), since the world will compleltely change next turn.

I would accept the fact that you basically start each turn from scratch trade-wise if the controls of the game made it very easy to set up new trade (and the only difficulty being thinking through and optimizing things - aka the fun part!). Instead everything from the camera control (the game would honestly be better if they scrapped the whole planetary system thing and replaced it with a board game style system with no third axis of rotation to mess the view up), to the ui\/menus (no way to see what the second resource a corporation wants to trade is - you can only see the resource it wants that turn, you need to zoom in to see text after clicking on a planet, and the tooltips are awful), to setting up trade (watch a tutorial: even the devs have trouble clicking back, and trade, and travel, and figuring out what the hell is going on). The single most frustrating aspect is the system of fleets, which mean that if you are creating a very large trade route, and you have almost finished it, but the last planet you want to visit doesn't have enough fleets (or fuel or whatever) to visit, then you need to undo the ENTIRE trade route, then add fleet to the planet, then redo the entire trade route (being able to add fleet while making a trade route would help here). It feels as though the game was only tested on tiny three planet systems, and the devs didn't bother to see how controls work with larger systems.

My two main issues compound to make the game unplayable for me. While I would personally enjoy creating long term strategies over the turn-by-turn optimiziation the game instead asks for, I understand how this system can also be fun and challenging, and was willing to give it a shot. However with the aweful controls, having to re-think everything turn-by-turn makes the game too frustrating and slow to be playable.

. I think that this game really needs a tutorial, I don't understand the mechanics very well and that's a little bit confuse but could really become an interesting game. I was looking forward to this based on the reviews and write up, but I've given it a fair shot and this really isn't a good game.

Camera controls are all over the place
Tutorial is useless
No real point.. the control is a real butthurt. No tutorial, only help tips. And the concept is not looked good.. Good 4x game.. 1) UI is a mess, camera is horribly broken
2) Trade routes have to be founded each turn from scratch - no long-term development. And it's a pain in the♥♥♥♥♥ because of (1).

Guess if you like to rethink your trading each turn it's an ok game, but if you prefer to build and develop - it's not a game you want.. this is a great game kind of hard great if you want a challenge. This game is a new kind of 4x. My first run beating the game it crashed 0 times! Pretty good for a Steam game these days. If you are into 4x games and dont mind card based battles buy this. Make sure to watch the video and read the manual.

9\/10



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