If I could make two suggestions, it would be to have more paths to important items, and that once you discover an item - or at least a final item - you don't have to take every single path to it in order to clear out its component items. That would be fine - in fact, "story" could use a tree more like this - but the game forces you to make all these stupid recipes if you want to clear airplane, spaceship, and rocket from the items list, which is a big wet blanket. The redundant items: Airplane + Container = Hangar. Shit, why not Wizard + any of those things? Hero + Writer? Nope, writer's a final item. I guess the hero part makes sense, but, uh. The weird logic: I spent a long time trying to invent the story, until I finally got it through a personalized hint: Hero + Human. To use a couple examples from my current game: It's really cool, but how arbitrary some of the logic behind the crafting system is - to the point where you can't invent certain key items without cheating and looking them up - and how many redundant recipes there are for other ones, makes it way less fun than it could be. I haven't played the first one, but I just started 2.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |