"Huanran Alien" is a space-themed survival game. Many players want to know the gameplay features of this game. Please take a look at the background setting and gameplay analysis of "Huanran Alien" brought by "A Tao Don't Talk" below. Hope it helps everyone.
If Surviving Mars uses dome buildings, a large number of robot clusters, and bustling factories to make me feel the fun of the game through the screen, then Alien gives me the same feeling purely through strategy and macro planning. Compared to Surviving Mars, the game's graphics are rudimentary. The basic graphics are linked colonies, resources and buildings. The building graphics in each colony are composed of 2D city buildings similar to Invincible Heroes. Although the rudimentary graphics reduce the look and feel of the game, it greatly enhances the strategy. Different from Surviving Mars, this game no longer only focuses on the colony development of a certain location, but puts the perspective on the entire Mars, and the goal becomes the livable transformation of the entire Mars.
Alien Planet uses a card-drawing strategy option that is very rare and unique in strategy games. Players need to choose the governor who comes to power from two governors every ten rounds (it is very real when they encounter a situation where they can only choose one of the two answers that is not so good) and choose the required one by drawing building cards every round. The buildings to be built are initially selected from three options. Later, the options or extraction numbers can be improved through governor abilities or buildings. On the one hand, randomness increases the fun of repeated games, and on the other hand, it also increases the difficulty of the game.
In order to improve the gameplay and simplify the issues that players need to pay attention to in macro mode, Huanran Alien Planet eliminates many common residents' needs in other Mars colonization games, such as food, water, entertainment, etc. Huanran Alien Planet simplifies all residents' needs into The concept of satisfaction is that the initial value of satisfaction is 100. As the game progresses, the satisfaction deducted each round gradually increases until the game fails when it reaches zero. Only residents can generate satisfaction. On the one hand, this design encourages players to increase residents. On the other hand, it differentiates different difficulties by controlling the growth rate of satisfaction deducted in each round, increasing the challenge of the game and accelerating the pace of the game.
In the game's map, starting from the player's random birth point, players need to constantly explore outwards. During the exploration, they will obtain resources and discover new places that can be used as colonies. The resources obtained through early exploration are far more than those obtained from buildings and mines. At the same time, each colony can only increase its controllable range by increasing its population and robots or through special buildings. Only by adding controllable areas and mines can you build large buildings or develop mines. In the game, Mars is roughly divided into different climate zones. Several climate zones have different temperatures, oxygen, and precipitation. In the Mars terraforming project, these data are very important.
Huanran Alien currently provides 3 different modes: basic mode, challenge mode and custom mode. The basic mode is divided into many different challenges. Each challenge has different victory goals and the same gameplay. The challenge mode will be updated weekly, with different challenges and challenge levels randomly generated to provide motivation for long-term play. In addition, players need to increase their challenge level through repeated games to unlock more building cards, governor cards and game difficulty.
The entire game basically revolves around the same contradiction, that is, the contradiction between the growing satisfaction needs of the Martian residents and the insufficient satisfaction provided by the Martian colonies. There is no limit to the growth of the satisfaction deduction value, which means that in the later stages, the demand for satisfaction will become higher and higher until you achieve the game goal or be dragged down by satisfaction. The satisfaction that a colony can provide is very limited. Even if you plan the colony perfectly, the satisfaction it provides has an upper limit. At the same time, you have to take into account power generation buildings, production buildings and functional buildings. Most of them The following are incompatible. This contradiction will be more prominent in high-difficulty modes. Players need to choose the appropriate strategy group from random card selections, expand and develop quickly, and achieve the game goals as early as possible. If you prefer to slowly develop to the later stage of the game and appreciate the orderly operation of the entire Mars, then you can only achieve it by lowering the demand satisfaction in the custom mode that does not provide achievements, because the game goals in the low-difficulty normal mode are very easy Once achieved, livability often ends just after it begins. In high-difficulty games, the longer the satisfaction is delayed, the faster the satisfaction will be deducted, until your colony can no longer afford the satisfaction and the game ends, or it is very utilitarian to quickly complete the game goal.
But on the other hand, such a high-pressure satisfaction burden will reach a very dangerous balance of satisfaction in the later stages of the game (that is, you need to collect satisfaction in various ways, but no matter how you collect it, in the next few rounds Your satisfaction will drop to 0, and at the same time your game goal is about to be completed. The last few rounds are a race between you and satisfaction), which will give you a rare adrenaline rush when playing strategy games.
In the current version, the game only provides modes that encourage racing and custom modes. If you are a strategy game player who likes to constantly challenge yourself to complete goals faster, then Alien Planet is very suitable for you. If you prefer a slow pace of progression, you can slowly build up the Mars you want in Custom Mode.
Personally, I feel that the game experience in the first ten hours is very good, with a suitable difficulty growth curve, and each upgrade will bring new building cards and governor cards. Through the new cards, you can experience different Game content, use different game strategy groups to challenge the next game.
But in the later stage, when the difficulty becomes higher and higher (provided that you insist on challenging the ultra-high difficulty), under the extremely fast-growing demand for satisfaction, you must quickly expand the colony and increase the population quickly through the optimal options. Abandon all robotic technology (which takes up building space and provides no satisfaction), maintains the fragile balance of development and satisfaction, and quickly completes game goals. The randomness that gave you happiness before will give you a heavy blow - when you don't draw the required buildings in the first few rounds, and when the governor you get randomly for the second time makes two pure replies, you will feel disgusted with randomness. The instability caused by sex, and then restart the game, praying for better luck in the next game. The high pressure brought by this high difficulty will actually make some players feel very happy. If you like challenges and racing against time in strategy games, this game won't let you down.
After I completed several high-difficulty games, I returned to the custom mode and continued to terraform Mars after winning high-difficulty games. Level up slowly and unlock new cards. And now I can try a variety of different ways to improve the livability, and watch bacteria, plants, and animals slowly populate the entire Mars, and feel that the game brings me real fun.
Huanran Alien is a game that brings me a lot of surprises. It is a more pure strategy game, with simple operations, faster rhythm, a sense of unknown brought by randomness, and a variety of different ways to achieve goals. Try the different skills of various governors, try various building matching systems and breed animals and plants. It really brings me back to the feeling of playing Project Mars many years ago, and enjoying the purest joy that the game brings me. Sometimes you don’t have to challenge difficult games, but you just need to spend time enjoying the happiness brought by the game.