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Recent reviews by Foxxie

Showing 1-3 of 3 entries
1 person found this review helpful
2.9 hrs on record
Extremely cumbersome transport system. Honestly 90% of why I dislike this game is just purely because of the transport system and all its secondary effects.

I don't mind the extended processing steps, I don't mind the busy-work to provide upkeep to the cities or materials to the manufacturing.

What I do mind is that the game doesn't give me a transport system that can deliver all of those according to the progression demands of the game. (Failing to keep a smooth flow penalizes you by straight up discarding the product because wood/stone/metal are apparently perishables)

Level 1 transport is sufficient for level 1 towns, but when you start needing to build level 2 towns to hit the next population goal, there are no level 2 transport systems, but yet the entire pipeline requires a lot more than what a level 1 transport system can handle.

I will be back to do more testing once the transport system logically meets the progression needs, but until then I do not recommend.
Posted 1 May, 2024. Last edited 1 May, 2024.
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A developer has responded on 1 May, 2024 @ 2:51am (view response)
27 people found this review helpful
3 people found this review funny
51.4 hrs on record (46.7 hrs at review time)
Honestly? Good concept and good gameplay loop.
Why do I not recommend it? The game is currently (as of review time) a mind-numbing grind.

̶T̶h̶e̶ ̶"̶e̶a̶s̶y̶"̶ ̶m̶o̶d̶e̶ ̶m̶a̶k̶e̶s̶ ̶y̶o̶u̶ ̶b̶a̶s̶i̶c̶a̶l̶l̶y̶ ̶i̶n̶v̶i̶n̶c̶i̶b̶l̶e̶ ̶(̶n̶o̶t̶ ̶n̶e̶e̶d̶e̶d̶ ̶a̶t̶ ̶a̶l̶l̶ ̶t̶b̶h̶)̶,̶ ̶b̶u̶t̶ ̶y̶o̶u̶'̶r̶e̶ ̶s̶t̶i̶l̶l̶ ̶s̶p̶e̶n̶d̶i̶n̶g̶ ̶a̶ ̶b̶i̶l̶l̶i̶o̶n̶ ̶h̶o̶u̶r̶s̶ ̶c̶l̶i̶c̶k̶i̶n̶g̶ ̶o̶n̶ ̶e̶n̶e̶m̶i̶e̶s̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶t̶h̶e̶y̶'̶r̶e̶ ̶a̶l̶l̶ ̶t̶a̶n̶k̶y̶ ̶a̶s̶ ̶f̶u̶c̶k̶ ̶a̶n̶d̶ ̶t̶h̶e̶ ̶g̶a̶m̶e̶'̶s̶ ̶d̶a̶m̶a̶g̶e̶ ̶p̶r̶o̶g̶r̶e̶s̶s̶i̶o̶n̶ ̶i̶s̶ ̶r̶e̶a̶l̶l̶y̶ ̶b̶a̶d̶.̶
Edit: With correct brews the enemies are much more easily dealt with. My main gripe is now the RNG gating of the brews.

Developer keeps suggesting brewing as a way for damage progression, but then it's designed as an RNG gate AND a time gate (need higher tier dishes for better enchantment) so you're not even guaranteed the damage progression if you somehow do find out about it (the game does not tell you in depth about the damage increase that brewing modifiers give).

Weapon upgrades only give +1 damage across all weapons, yes that's right. Your Spatula which hits 2 times a second and your Tenderizer that hits 1 time every 2 seconds both get upgraded with +1 flat damage. Nobody in their right mind would ever use Tenderizer (or bother upgrading their weapon at all, absolute ♥♥♥♥♥ value for the materials you need to grind out)

There's pretty much no incentive at all to kill bosses because they don't drop anything valuable, not even better rolls on equipment (which is already RNG gated due to the brewing system).

The material cost to upgrade everything are scaled way too high and are dropped way too little, there needs to be a balance for middle ground, I've been grinding rocks and wood (tier 1 materials) for 3 in-game days consecutively just to upgrade all my workstations because of how ridiculous their costs are and how tedious it is to gather the measly drops from the dungeons.

On top of all that grinding, you're also forced to do inventory management because for some reason, each slot in your inventory only stacks to 30 (it used to be even worse), making dungeon runs feel even more terrible as you click to attack for the bajillionth time only to see the fat pig drop a single slab of fatty meat for all your effort, but wait, now you have to think about whether this 1 slab of meat is worth 30 wood.

Do you really want to spend 10 minutes clearing rooms with no pigs only to finally find the right spawn again? or do you want to spend 5 minutes just hitting a bunch of trees that spawn more commonly to get 30 wood?

These are the main gripes.
Now for the slight annoyances.

The cashier spot in your restaurant can't be moved. God knows why, but somehow your one-man-showrunner has to handle both running into the kitchen to select items to cook, run out to serve nobles, and then run to the cash register to collect money. Not a game-breaker, just a minor annoyance.

The restaurant forcefully closes at 23:00, which means if you've started cooking that 4 star dish at 22:55, it's gonna go into the trash (or into the brewing pot for your RNG modifier). I don't understand why the restaurant immediately kicks out people who have already placed their orders, these customers should get to finish their meal if they've placed their order, only the ones who are not seated/have not ordered should be kicked out. No restaurant out there kicks out customers if they've managed to meet the last order time limit.

The bubble teas don't do enough to even warrant unlocking them tbh, this is likely partially due to the vague information, but even so, their additional effects are much weaker compared to just having more healing.

The game also has a performance issue. If it runs for too long of a session, it starts to stutter, especially when there's a lot going on (like the hordes of fluff enemies and the timer spike traps going off all at the same time).

I don't hate the game, but the number balance and the little weird decisions just make the game very frustrating to play. ̶I̶t̶'̶s̶ ̶b̶e̶e̶n̶ ̶3̶ ̶m̶i̶n̶i̶ ̶p̶a̶t̶c̶h̶e̶s̶ ̶a̶l̶r̶e̶a̶d̶y̶ ̶a̶n̶d̶ ̶t̶h̶e̶ ̶m̶a̶i̶n̶ ̶c̶o̶m̶p̶l̶a̶i̶n̶t̶ ̶o̶f̶ ̶"̶n̶e̶e̶d̶l̶e̶s̶s̶l̶y̶ ̶t̶a̶n̶k̶y̶ ̶e̶n̶e̶m̶i̶e̶s̶"̶ ̶s̶t̶i̶l̶l̶ ̶h̶a̶s̶ ̶n̶o̶t̶ ̶b̶e̶e̶n̶ ̶d̶e̶a̶l̶t̶ ̶w̶i̶t̶h̶.̶ ̶I̶t̶'̶s̶ ̶a̶ ̶s̶i̶m̶p̶l̶e̶ ̶n̶u̶m̶b̶e̶r̶s̶ ̶g̶a̶m̶e̶,̶ ̶j̶u̶s̶t̶ ̶g̶i̶v̶e̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶s̶ ̶a̶c̶c̶e̶s̶s̶ ̶t̶o̶ ̶m̶o̶r̶e̶ ̶d̶a̶m̶a̶g̶e̶ ̶s̶o̶ ̶t̶h̶e̶ ̶e̶n̶e̶m̶i̶e̶s̶ ̶d̶o̶n̶'̶t̶ ̶r̶e̶m̶a̶i̶n̶ ̶n̶e̶e̶d̶l̶e̶s̶s̶l̶y̶ ̶t̶a̶n̶k̶y̶ ̶(̶t̶h̶i̶s̶ ̶g̶i̶v̶e̶s̶ ̶a̶ ̶s̶e̶n̶s̶e̶ ̶o̶f̶ ̶p̶r̶o̶g̶r̶e̶s̶s̶i̶o̶n̶)̶,̶ ̶o̶r̶ ̶k̶e̶e̶p̶ ̶t̶h̶e̶ ̶c̶u̶r̶r̶e̶n̶t̶ ̶d̶a̶m̶a̶g̶e̶ ̶v̶a̶l̶u̶e̶s̶ ̶a̶n̶d̶ ̶l̶o̶w̶e̶r̶ ̶e̶n̶e̶m̶y̶ ̶h̶p̶ ̶a̶c̶r̶o̶s̶s̶ ̶t̶h̶e̶ ̶b̶o̶a̶r̶d̶ ̶b̶y̶ ̶2̶5̶%̶ ̶-̶ ̶5̶0̶%̶.̶

Edit: I have finally gotten around to test the brewing of the weapons, it turns out a lot of damage is locked behind brewing (and brewing is very cheap). So I rescind my criticism for "needlessly tanky enemies", with a few basic brews your damage shoots up fairly fast.

My criticism shifts to why aren't these damage increases informed to the player up front? The player severely lacks the information that almost all of the status modifiers have some sort of up-front damage and would greatly increase dungeon clearing speed for fairly low cost.
Posted 1 December, 2023. Last edited 2 December, 2023.
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No one has rated this review as helpful yet
4.6 hrs on record (0.9 hrs at review time)
Simple shooter, good gimmick.

Also has big sword. In fact, sword sometimes get too big it doesn't hit anything anymore. (Pls fix)
Posted 5 August, 2023. Last edited 14 August, 2023.
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Showing 1-3 of 3 entries