r/GraveyardKeeper

I hate to admit it to myself, but GK2 isnt a very good game, is it?

I loved GK1, played it a ton. I'm not looking to rain on anyones parade. But i feel the need to express my own dissapointment.

Whilst I acknowledge that GK2 sure feels bigger, everything also feels... slightly worse. Including most of the new systems.

The combat is repetitive and honestly not very challangeing. I have lost missions, but that is always because I skip out on healing and throw away my life trying to solo the waves, creating challanges for myself.

Unlooking townfolks quickly turns from a fun and interesting mechanic into a proper chore. 20 Building kits, 10 wood kits and 6 furniture kits and repeat untill you develop insanity IRL.

Same with raising zombies. Interesting for a minute and then it turns into a uninteresting grind where corpses are churned into the cremator in search for the ideal organs.

And then we have the perksystem. Initially I found it very refreshing, but I soon got frustrated realising I early midgame had 999 of red, green and blue currencies. I also had the feeling like atleast some of my talents did nothing. This was later confirmed here on reddit. Half of them are literaly not linked to anything in the code, they are just a pointsink with zero benefits.

I suspect from the discussions here the developers had to make compromises and development was cut short. And goddamn does it play that way.

TLDR: I can see the DNA of a solid game I would really enjoy. But it feels rushed, flawed and with systems that does not do what they say they do and other aspects of the game that feels underbalanced or abandoned halfway through. I honestly can not recommend it as is.

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u/SadSwedishSloth — 8 days ago

My QoL wishlist after getting deeper into the game

I’m really enjoying the game, but the further I get into zombies, automation and the Factory, the more I run into small inventory/management issues that add a lot of unnecessary clicking.

Here are some QoL features I’d love to see:

  • Bag slot rules / better bag management Let us decide what should automatically go into each specialized bag — ideally even assign a specific item to each slot. Right now loot mostly goes into the main inventory first, and moving things into specialized bags is awkward, especially since you often need a chest as an intermediary. At the very least, let us freely move items directly between equipped bags.
  • Allow Factory construction over dropped resources When rebuilding a Factory line, you can’t place belts or machines where a few leftover resources are lying on the floor. You have to pick absolutely everything up first, which is especially annoying when your bags are already full. Either let construction ignore/move dropped items automatically, or give the whole Factory building/editing system a small QoL pass.
  • One-click “sell enough for maximum Likes” at vendors Add a special click/button that automatically selects exactly enough items to reach that vendor’s current maximum Likes gain. No more, no less. If I can get 12 Likes from a trader this week, I’d love one button that fills the sell window with exactly the required amount.
  • Rename zombies Please. Once you have a lot of zombies, the limited pool of repeating names becomes chaos. I currently keep an external spreadsheet just to track who does what, which organs they have, which perks they have, etc. Custom names like “Miner”, “Furnace”, “Choir” or “Farmer Gold” would make managing them so much easier.
  • Zombie roster / management screen Ideally a table showing every zombie you own, including name, current location/workstation, mastery, perks, equipped items, collar, organs/skulls and maybe inventory. This would also solve a lot of the zombie-management problems above. Clicking a zombie in the roster and having the map show where they currently are would be amazing.
  • More quick slots — preferably at least 6 Four is not enough once combat becomes more involved. I can easily use four different combat potions, but I also want food and something for reducing Insanity / restoring whatever the purple-blue bar represents. Before and after battles I’m constantly swapping quick-slot items manually. Two extra slots would make a huge difference.
  • Recycle / smelt obsolete tools and weapons Old pickaxes, axes, swords, etc. keep piling up as you upgrade. Throwing them away feels terrible. Let us dismantle or smelt them for at least a small percentage of their original materials.
  • Pin recipes / proper crafting TODO list This is probably my biggest one. Let us pin several recipes at once and show the ingredients in the HUD. There are so many multi-step crafting chains that I constantly forget what I was collecting halfway through. A small TODO panel such as Need: 4 Iron Details / 2 Polished Stone / 1 Reinforced Beam would be incredibly useful.
  • Overview of stored organs and their quality This one is admittedly more of a luxury feature, but I’d love some way to see what organs I currently have across storage: how many Hearts, Brains, Guts etc., and their red/white skull values. When deciding whether to upgrade a zombie, I currently have to run back and forth between storage just to check whether I actually have that +3 red skull Heart somewhere.

None of these would really make the game easier in terms of progression — they would mainly reduce repetitive inventory/menu work once your graveyard, zombies and Factory become large.

Curious what QoL features you would add.

u/Klobasor — 8 days ago

Rant: Man..the battles are such a slog to go through.

At first the battles were fun...ish. But doing them back and forth is such a slog. You gotta wait down the timer, gotta secure the points til the end or else you lose. The introduction of the fat and spitter zombies really bogs it down too and I have no way to kill those things faster since I have no access to steel.

At this point I wouldn't mind installing a mod that just skips the battle overall..it's just not fun.

reddit.com
u/looperdeluxe — 7 days ago

How did I miss it?

70 hours in and I just discovered, that there is a hole to drop off bodies, so that you don’t have to pick it up manually 🤡

reddit.com
u/daitano — 8 days ago

Need more porters?

I've got my production line churning out boxes so fast porters are too damn slow maybe another two porter slots would work. Also a lot of town orders boxes have not even been registering unless I haul them myself.

u/CandidScheme3488 — 8 days ago

Giving up on game on switch

It crashes every hour. It's actually getting worse as I get deeper into the game, I think because of things like lots of zombies and the factory. It's a shame because I loved the first game and I don't have a PC any more so this was the only way I was going to be able to play it.

reddit.com
u/therustler9 — 8 days ago

Workyard Layout for end game

Was bored so I rearranged my layout with endgame in mind.
Log Pile is at the bottom near the Factory Output and the trees at the bottom. Sewing Machine is at the corner because you only use it twice in the game. Chests are labelled with what I store in them. Glass goes with Clay. You can walk between the tool racks. EDIT: The Workbench in the middle should be replaced with the Circular Saw. Built the wrong thing and I cannot update the pic.

u/RedditVents — 7 days ago

I don't need no factory

Seriously the entire town order thing is useless. Midgame, sure. Maybe, but late game?

I tried to build it up. First I tried to design a factory like in factorio. But I noticed the conveyers are the power consumer. So, I just kept conveyers at the very bottom to make iron ingots, bricks and glass and let it flow into a chest. I played around a bit more, but mostly setttled on hand fed work stations. I'd have an assembly bench or a smithy with 2 conveyers and 2 chests feeding in and either a chest or a conveyer with a supply station flowing out. energy cost (after the patch) 4 or 5.

But never did any town orders with it. Instead I made building materials. Enough to build up the town, but if I would do another run, I would recommend focusing on the workshops and stalls instead of the houses. especially the furniture maker and the builder are pure gold. because they sell the simple and advanced kits. iron and wooden kits, as well as stone, marble and sculputre kits are easily made at the bottom of the factory.

that gives you all the materials to build up the town. and then? how do you get town favor? well, by trading with the workshops. at level 3 each workshop can give you 50 favor per week. and you can sell really easy to get stuff there. the blacksmith gives you 30 favor just for 20 advanced and 20 simple iron details. you can craft these in like 1-2 minutes. the iron will be provided by your smithy in the basement. the veggi stand accepts lots of grain and veggetables from your garden and gives better favor then Herm. The apothecary gives great favor for insense and candles.

but the best part? they sell what they give favor for. so if you are willing to take a monetary loss (the paint merchant would like to compensate you), you can just buy theirs and sell it right back until the favor is all absorbed. you can even do it one item at a time back and forth, if you want to minimize the loss. time stands still in the merchant menu anyway. so no need to rush.

I personally decided to stop being a tycoon and be a humble graveyard keeper. and with my 1000 rating graveyard, which is still not finished, I get 2-3 gold per sermon. So the monetary loss from trading with the townspeople is just a drop in the bucket if it means I have time for operations, embalming and tombstone crafting.

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u/Galliad93 — 7 days ago