Peikko: I don't know. I'm still doing something wrong. If I try to keep the people in good mental condition I can't repair the radio and most of the times I can't hunt for food.
Same here - I've also been checking out the demo to see if it's worth getting the full game.
While the difficulty doesn't bother me - I've played about a dozen times and haven't come close to winning yet - at this point I'm not sure it's as deep as it first appears.
I don't mind the randomness, as that's what makes games like this interesting. That is, if lots of bad things happen in a row, you have some tough choices to make so you can keep going - that's harsh, that's frustrating - but I LIKE that kind of challenge.
What isn't so good is that while the "mental state" thing is kind of a cool concept, it takes MUCH more focus than the other stuff, such as finding food for example. While I can understand deaths affecting people, and there being tensions that may boil over, and definitely running out of food wouldn't be good for morale (in addition to the whole starvation thing), you'd think that a "professional" team like this - especially with a shrink among them - would be able to hold it together for more than a few weeks without rocking back and forth in the fetal position, or running away in the middle of the night.
On top of that, I was expecting the mental side to manifest itself a bit more directly on an inter-relational level. Like for example, the engineer and the soldier getting into a fight over some trivial matter, and you having to take measures to reduce the tension so one doesn't kill the other. Or perhaps having a rationing system - less food each so it lasts longer, but morale drops quicker, and/or someone with low morale may sneak into the food at night and take more than their share. Or someone loses it and drinks all the vaccine (!??) or something.
When it comes down to it though, my impressions of the demo would agree with other reviews I've seen - that this game (if the rest of the game is similar) is mainly a resource management game, with randomised results for certain actions (such as hunting).
This wouldn't be so bad if it made a bit more sense - people freaking out when your food stockpile is fine and no one has died yet is a bit stupid. Having a limit on the actions per turn seems jarringly artificial as well - deciding between having a chat to someone and ordering someone to hunt for food just doesn't make sense. It would have made more sense if you had a set amount of time per day (irrespective of number of people), and each person could be ordered to do something, and each "thing" takes a certain amount of time. Also the "chats" you have with the people repeat far too often - not sure if this is improved in the full game - and they don't say much to begin with, so the whole idea of "chatting" to stop them freaking out seems even more artificial than it already is.
I have to admit, despite its faults, the demo was kind of addictive - so I'm not going to immediately believe all those "it's too random" or "there's only one way to win" reviews, since there are people who say the same thing about roguelikes (e.g. FTL). So I'd like to hear some opinions from fellow GOG'ers who get this and see their impressions.