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Let's talk about the time when it became popular. In fact, it hit two points: one is the fan base of radiation IP, and the other is the sense of superiority of the “business simulation” category itself. Although the picture is a mix of 2D characters + 3D scenes, the sense of progressive depth inside the shelter is really detailed. Dragging the perspective can clearly see the corners of each room. This kind of fun of "peeping into the lives of villains" is itself a strong driving force. In terms of gameplay, the cycle rhythm of arranging refugee work, allocating resources, and responding to emergencies is very tight. In the early stage, I wanted to click on it every few minutes. It really has the magic of "one more round".
But why did I feel a little cooler afterwards? The problem lies precisely in the ceiling of single-player mode. 🌸 When the shelter is built to a certain scale and resources overflow, the gameplay becomes pure numerical stacking, without new mechanical stimulation and no variables brought by social interaction. You can only watch the villain repeat the work, and emergencies slowly turn from "surprise" to "trouble". In addition, although this version is free, the time cost in the later stage is high, resources will be stuck if you are not busy, and the experience will be easy to fatigue.
From a dimension perspective: the graphics are excellent, the gameplay is excellent in the early stage and weak in the later stage. The krypton gold is zero, so it is not a trap, but the social interaction is basically zero. It is suitable for short and medium-term entertainment, but not suitable for long-term deep cultivation. Generally speaking, it is popular because it is "quick to use" and cool because it is "insufficient in depth". As a stand-alone sketch, it's passable, but it's still far from a masterpiece. 😌