michelel72: Suzie (Default)
Hello, world. I don't post much; I haven't been doing much. But I figured I'd make some notes of recent things as evidence to myself that I do anything.

Writing: I've been making stop-and-go progress on a story that I never meant to exist; it's ... 69,700 words so far, and it has so much left to go, and I need it to be in place for something else I wrote that follows it, and ... sigh. Why am I like this.

Beware of very mild spoilers beyond this point. Note also that I haven't been in an overly receptive headspace lately, so please know that I don't mean to denigrate anyone's favorites here.

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michelel72: Suzie (Default)
In Littlewood, the game starts when your character wakes up after having saved the world. You have to build a new town by gathering resources and constructing buildings/decorations for all your existing and new friends. You work at gathering, farming, mining, fishing, bug-catching, merchanting, cooking, even an in-game card game, but no combat. (That is, you can be knocked out by creatures in the forest and mines, but you can't fight them; you just get kicked out of that level for the day.)

The energy/day cycle is unusual: You can spend as long as you like running around without game time really passing, but actions cost energy. When you're getting low on energy, "night falls"; when you run out of energy, either you go home and go to bed, or your next action makes you pass out where you stand, and you wake up the next morning with less energy than usual for the next day.

The inventory system is very easy -- you gather stuff and you have it. No chests! No trashing goods because your backpack is full! This is probably my favorite element.

Crafting/building relies on acquiring "blueprints". Some are gifted to you at certain points; others are bought with "dewdrops" (money), and the "shops" that have many them work on a combination of level-locking and randomness.

Downside 1: Like Stardew Valley (SDV), this is a ... low-res? ... game, in that the art is very blocky. While I love SDV now, I had a very hard time getting into it because I couldn't make out what was going on. My brain has trouble "seeing" shapes and especially actions in games of this style, and that was very much the case for me with Littlewood. I eventually learned how the tree attacks worked, for example, but it definitely took me a while.

Downside 2: Is your biggest complaint about gathering games that there just isn't enough grinding? Do you wish you could spend literal days passing dozens of game-days just collecting wood or stone? If so, this is the game for you! It's not often I have a chance to 100% Steam achievements, but I could for this game ... except the thought of catching that many more fish and bugs, and especially of having to gather about 3000 more each of wood and stone, makes me want to cry. (One NPC occasionally asks what you're doing today and then notes, "They're putting you to work!" Which ... yes, it increasingly feels like work.) Yet now that I've unlocked everything in the game (except probably some obscure wallpapers), that is pretty much all there is to do. Well, that and raising the friendship levels of about 15 more villagers from around 70% to 99%, at about half a percent a game-day ... and let me tell you, we ran out of new conversational topics a long time ago.

There are a few other minor quibbles (the traveler and flower-picking-when-in-your-town mechanisms aren't obvious; I don't like the cooking system) and a few minor positives (the different fundamental objective is charming, the dialogue is amusing before it cycles too many times). It's a nice game, and I spent 67 hours on my first save. I just don't see any need to play it again.
michelel72: Suzie (Default)
"No Place Like Home" (NPLH) is in early release with a full release that was originally planned for 10 March but has been pushed out to 17 March so far. It's an exploration/farming game with minor crafting and combat elements; if you've played "My Time at Portia" (MTaP), you know the look/feel and the general controls.

The setting is ... not quite post-apocalypse, but near enough: Humanity has trashed the planet and, with vanishingly few exceptions, swanned off to Mars (or at least Mars orbit). Your character (pale, female-presenting, and named Emily, all of which appear to be hardcoded) has been on that Mars station for some significant part of her young life but has returned to her grandfather's farm for reasons I've forgotten, only to find it buried in trash and abandoned. She has to break up and vacuum the vast trashscape to find items, generate crops and barter currency, and track down the where and why of her grandfather's departure.

First, the dings: Like many 3D-style games, it has places where your character can fall in a hole and become trapped. (Waterways have been my particular trap point.) You can zip home, though, so it's not a restart-the-game crisis when it happens. There are other early-access glitches and bugs (my save is stuck because saves from before a certain point just don't have the pieces necessary to get past a plot quest), though the developers have seemed very responsive to most of them. There are spelling/punctuation/grammar/syntax errors in character speech, with the worst of them in the newest areas of the game. The map is gigantic and complex ... which can make tracking down overlooked items frustrating. At various points there are little robots guarding (?) key points or maybe just the trash (??) for reasons (???), but fighting them isn't especially complex, and their toughness increases only gradually. The "you are here" icon in the character's map is hilariously inaccurate.

You apparently don't ever need to sleep, though you can; if there's a season system or even a calendar, I haven't found it. As of my last playthrough, the only reason to sleep was to recover health from combat, but food buffs have since been added and they might also address that. There's a cooking system (not my thing, but better than the ones in many games) and an animal system (decently balanced, though the feeder model needs work). You can gradually unlock more rooms in your house and then decorate them, though ... meh. (I don't see the appeal of that in MTaP, either.)

Cleaning up all. the. trash. can be very tedious; it actually reminds me a lot of the mining system in MTaP. At the same time, you actually can clear all the trash from a given area, and the landscapes are beautiful once you do. I have 38 hours so far and that's without being able to advance the plot to at least one more major region. I'm enjoying exploring the maps and plot. I'd say my biggest complaint so far is that the resource drops are too good -- I've had to build a ludicrous number of chests to store things Just In Case. (Rule 1 of gathering games: Never trash anything if you can possibly avoid it!) I've gathered enough farming soil squares to cover the character's property at least twice over, for example, even though most of the space is needed for buildings and trees.

I'm pausing for now because I don't know what changes will come with the major update, and I don't think I could face vacuuming that entire landscape too many times. But so far I'm enjoying this and can recommend it to those who enjoy the genre.
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