I know this is a lot of complaining for a free game, but I'd totally be willing to pay for a version with more items and some of the tedious parts cleaned up. 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: In our complete cheat sheet you choose an item from an alphabetically sorted list with all elements to find out more about it. You start with the basic elements fire, water, air, and earth and create more complex items up to life, time, and internet. 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. Little Alchemy 2 is a game where you combine elements to create new elements. I haven't played the first one, but I just started 2.
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