itch.iohttp://itch.iohttps://itch.io/t/3543107/my-review-of-the-gamemy review of the gamehttps://itch.io/t/3543107/my-review-of-the-gameTue, 27 Feb 2024 20:44:06 GMTTue, 27 Feb 2024 20:44:06 GMTTue, 27 Feb 2024 20:44:06 GMT

Well, I had a review of this game through the , but apparently reviews don't let you even copy and paste and my 'token' for the review ran out of time before I finished it, and I'm not re-typing the entire thing. I guess I'm just going to paste it here, then?


I think that the idea around this game is really fun and also really well executed, and I had a lot of fun playing it, especially since I am a big fan of resource management games. So, despite the fact that I only gave this a 3 star rating and have wrote somewhat lengthy criticisms, I think it's genuinely a good game that can become great in my eyes if it's problems are fixed.

Travel: 

Being completely honest, the movement in this game can be really terrible most of the time. The character is very slow for how big the map is, and sprint increases your speed so little you can only barely notice any speed increase at all and it's basically impossible to even tell if it's even on. Perks like Traveler or Sprinter or can increase your movement - and Sprinter barely even does that - but it's they are of barely any practical use otherwise, essentially wasting a perk point to solve a problem caused by bad game design. You should, at the very least, make it much faster to travel around the island, but if you want to make things like travel perks actually useful, maybe do something like segment the island into different parts. Then, at the start of the week, you can take a shortcut to any of the areas of the island, but it takes a resource like food to get to any other areas, and travel perks could lower that cost or make it entirely free to go elsewhere. Then there would be some kind of resource-management to travel which could be alleviated with perks. 

Dungeons:

So far I've only done the spider cave and the two kobold dungeons, but to me every single one of them have problems. The spider cave has far too many resources, especially since med kits can be sold for 200 each at the start of the game, which can make the game entirely unbalanced since you earn so much money from just that dungeon that you never even have to work. As well, you can easily avoid all of the spiders since they never run after you. The kobold dungeon in the cave at the start railroads you into killing all of the kobolds that you didn't even know were in there as soon as you enter and then gives you a mood penalty at the end. I would suggest at least some sign or something saying it's kobold territory, and maybe a dialogue choice to quickly leave without killing the kobolds. As for the second kobold dungeon near the stranger at the bridge, I think it the most well-balanced, although with enough luck points you can some items like some guns which are several times more valuable than they should be considering the value of the other items you can get. 

People:

People are also a big reason for the game seeming pretty unbalanced. There are no requirements for being able to trade with someone, and almost any item that you could craft at lower skill levels can be easily bought from trading with someone, so if you have a lot of money it can render crafting skills mostly useless at most skill levels under 10-15. As well, adults are extremely powerful in battle compared to yourself at the beginning and the other children you can recruit, and Billy can even be a follower week 1 just by picking some potatoes for him. Adults are far to powerful for that kind of thing, and it really ends up with you just having a team of adults at your side handling the entire battle while you do basically nothing, not to mention the fact that they can help you with skills you don't know yet. There are also other problems, such as Helena's healing being something that is far too overpowered and removes injuries being anything serious at all no matter how much you get hurt.

Other small nitpicks:

- The control scheme is kind of unusual for a game like this, but there is no option to change controls

- A lot of negative perks aren't actually too debilitating, making it easy to gain perk points, while some positive perks are quite overpowered, such as Psychopath

- For some reason, the perk 'Second Wind' only ever worked once for me in a single battle despite saying it's supposed to work once every battle, and for the rest of my entire playthrough it never worked again.

- Skills can often be much less useful on their own, like how having a high science ability isn't very useful if you don't have other skills to gather materials you need. This, combined with the fact that you can already buy most items you would otherwise craft with your own skills means that training skills isn't often as useful as training stats.

I still want to say that despite my criticisms, I did still have fun with the game, I just think it needs some serious reworking in some areas.

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https://itch.io/t/3360113/alchemyAlchemyhttps://itch.io/t/3360113/alchemyThu, 14 Dec 2023 13:46:50 GMTThu, 14 Dec 2023 13:46:50 GMTThu, 14 Dec 2023 13:46:50 GMTThere's over 4.096 possible combinations with the actual alchemycal elements, so I was wondering, is there more not listed recipes like Speed Potion? Do the Potion recipes  have a pattern?

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https://itch.io/t/3332192/ichor-containersIchor Containershttps://itch.io/t/3332192/ichor-containersSun, 03 Dec 2023 04:29:07 GMTSun, 03 Dec 2023 04:29:07 GMTSun, 03 Dec 2023 04:29:07 GMTI've searched the caves quite a few times and searched the lab ruins multiple times and I've only ever found 2 ichor  containers, are there no more currently in the game or am i doing something wrong?

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