Kovukono@pawb.socialtoGames@lemmy.world•Tango Gameworks studio has been reborn, joining Krafton IncEnglish
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8 days agoLooks like the image posted is going through Nitter. https://twitter.com/TangoGameworks/status/1874259495783981205
Looks like the image posted is going through Nitter. https://twitter.com/TangoGameworks/status/1874259495783981205
Got through year 2, and managed to get 4 candles on Grandpa’s evaluation, and last in-game day I managed to fix Willy’s boat and finish up my greenhouse setup. It feels like I’m getting close to putting the farm on autopilot. It is the best feeling to run out of strawberries to plant because you were sure you bought enough last year and your farm just grew too much. Still haven’t reached floor 100 in the Skull Caverns, though.
Closest thing I could think of with Mario Kart (Raccoon City is at the end).
It kind of felt like the game was trying to tackle language as a barrier to entry in the same way that Tunic did, but ultimately failed to properly teach. The first language is learnable, but most of the others had extremely frustrating attempts to get the last few words. It fortunately tells you when the word is correct in your pocket dictionary, but if you haven’t encountered the item it references yet, you have to assign it what you think it is, rely on it, and figure out what exactly is wrong.
I get that it’s a puzzle game, but there’s supposed to be a moment of “Oh, that’s how it works” euphoria when you finish a puzzle, not a consistent “Seriously? I got it this wrong again?” and an encouragement for random trial and error due to frustration. It’s cool that there’s different languages, based on different existing language structures, but it felt like the execution of unraveling it fell flat.