And if you mess up and build too many other buildings first, it's entirely possible to run out of wood and screw yourself over - because most of the nearby forests are only accessible with stairs, which require (1) building inventor's huts and slooowly grinding science points (which you also need for the forester), and (2) logs and planks to build them. That's three different buildings/structures that require logs to build, in order to get to a place where logs stop being a finite resource. But the carpenter needs power, so I had to build a water wheel. But the forester needs planks, so I went to figure out what makes planks and it's a carpenter. But the trees said you needed a forester, so I went to build a forester. I ran out of trees, so I went to go plant some more. I have no idea how much that might've been in play with how rough of a time I had on my first two playthroughs! But I'm about to describe some in-retrospect-kind-of-embarrassingly-obvious friction points, in case that's helpful. I also get the impression that I tend to not find things intuitive that more frequent gamers do, because they're able to tap into a couple decades of industry convention about what controls to expect and where on the screen/etc that I barely know about. I've probably bought maybe half a dozen non-mobile games in the past decade+, and I haven't played anything in this genre in ages. never buying new games and trying to visit the ones I have sparingly. So to give a sense of user context here, I tend to get sucked into game hyperfocus real bad for weeks at a time so I compensate by just.
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