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Title: Galactic Crew
Genre: Action, Adventure, Casual, Indie, Simulation, Strategy
Developer:
Benjamin Rommel Games
Publisher:
Benjamin Rommel Games
Release Date: 28 Mar, 2019
English,German,Russian,French,Arabic,Simplified Chinese,Korean,Thai
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The game showed potential, but the keyword here is potential, and it is unrealized.
As the cliche saying goes: this game attempts to have the breadth of an ocean but it has the depth of a pond.
Galactic Crew attempts to combine multiple genre into one game:
Space Ship Management, but there are no distinct pros and cons for each types of ship. It's always the bigger the better.
Space Exploration, but the graphics aren't there, and there are no in-depth mechanic for crew management other than fuel and food cost per jump. No drama or relations in between the crew, or tension in between different species. Things that would have made for an interesting game.
Epic space battle, but the gameplay mechanics fall flat. I try really hard not to compare this with FTL, but FTL has set the bar for any real-time ship-to-ship combat with how things are micro'd.
RNG Encounters, but since the maps are all custom made, there is a certain level of repetition. It also feels weird to see modern era buildings and even Victorian era stone roads for the places your crew landed on when it is supposed to be this galaxy (or star system?) faring crew.
Real-Time Combat, but all you do is press on one crew member (can't drag your mouse and select multiple crew btw) and target one enemy, repeat for the rest of your member, and maybe have your medic start healing the first guy who's taking the hits once his\/her health is low. There is no XCOM or in-depth combat mechanics here.
RPG Character Customization, but there is hardly anything to customize, what could have been an innovative way to customize your crew just became these ugly 3D heads for all races and they all somewhat speak English.
Last but not least, the GUI and User control. This is often the very first thing I care about for any game I play, it's the ease of use for any UI. The character selection for the real-time combat is awkward, the commands are awkward, the scrolling is awkward, and I have posted this on the discussion a long while ago.
I will say, though, Benjamin has been responsive on the discussion, but for something as critical as UI and control to be so inconvenient for the players, I do wonder if those replies were simply empty promises to keep players from realizing that the game has now been released and this is the "game" they're getting.
Overall, I regret paying twenty dollars for it. I would not even recommend the game for 10, maybe 5, given its current state on April 7th, 2019.
Perhaps in a few years once Ben deliver all of his proposed changes, and hopefully this game doesn't turn into one of those abandonwares, I will then bother to come back and change this review to a positive one.. Great game with lots of potential. Took me a while to figure out the combat part, but now is fun. The only thing I have to complain about is having to keep assigning the pilots and gunner after exploring.. Steam needs that neutral review option. Badly.
Now about the game: this is FTL-like with options to explore planet surfaces and some dungeon-like locations on them. Mechanics in space are quite well done, but for surface exploraion - well, it's a mess. You can just run around with 1 character while your other crewmembers shoot down everyone for example. Your guys can run, but only when asked to do something (like shoot, grab, activate w\/e), otherwise they will painfully slow walk. Camera is pinned extremely close just to show you what does low-budget means.
UI and overall level of polish is kinda extremely low.
Although I still recommend this game. Just support the dev, it is still certain that unbelievable amount of effort was put into it. So may be next time he'll hire better artists and some UI designer to help. Cause core of the game is well done, just needs a proper wrap-up and some polish.
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