Last week I discovered a very pleasant game – Drake Hollow.
The game was developed by a small studio from Boston, founded in 2014. The Molasses Flood consists of a team of former AAA developers who decided to go their own way. And you know, it seems to me that they succeed! The game is an unusual mixture of genres: Survival and Tower Defense. It is unusual here that the player’s goal is to ensure the survival of the people of the Mandragorians and, accordingly, protect them from the forces of evil. The world of the hollow dies. And only the hero or heroes can help him. Mandragorians are hardworking and kind. They will build buildings, plant gardens and so on. But to give them tasks and materials, to think over their survival, it is the hero who should.
The gameplay is being built on collecting as many vegetables-pins as much as possible (they are hidden, not to say that well, but still), build a village. Provide a settlement with food, water and entertainment and, as a result, build a portal in a new generated world. At the same time, raids of evil forces are held on the village. The piquancy of the situation is that despite the apparent simplicity, the game is fraught with a number of challenge. The number of resources on each card is limited. The card is a scattered islands. Moreover, between the islands there is an unpleasant substance “ether”, briskly damage our hero under ordinary conditions, which we can only overcome by eating a special pill and which operates only about 15 seconds.
In addition, the extreme on the map of the islands that need to be explored are located from our village at quite decent distances + for several “water barriers”. It is necessary to either stock up on a teleport stone, or calculate the time until the next raid of demons and a stack of protective pills, so to have time to return. And in any one (but still the moment predicted on the scale), some ward can smell and it will naturally die … At the same time, you have only one teleport stone and you just ran to a new island, which you need to farm, and not you can’t farm it, t.To. There are few resources, and the nyashka needed, for example, a doll or a ball that there is no resources on and if they are not further … I think you caught the essence
You can play as part of a group of comrades. I played alone and therefore could not stop for a second, vacuumed and searched for rare resources, and this, frankly, forced places. The group would be more effective and interesting.
Consider the pros and cons of the game.
+ Visually the game is rustic, but pleasant. Graphics can be brought into pluses.
+ The musical accompaniment is pleasant.
+ An interesting idea to make a sort of cocktail from Survival, Tower Defense and advanced, beautiful Tamagocha. Separately, all this has already been, but in combination gives excellent impressions of the process.
+ Random generation of each (following the first or possibly the first) world.
+ There is Russian localization of the text
+ Steam price tagged to the Steam.
– the game needs more than the variety of craft, found things, wearable things.
– There is no hot key to “remove weapons”. The strength of the weapon is quite quickly reduced if they peel trees, for example. Weapons can be removed, but only in the inventory. But the player can attack at any time, so I would like to somehow accelerate the process of removing/dressing weapons and generally do.
– There is a lack of resources and it is very felt in places. Personally, I don’t like it very much. But this is a taste. Someone can and will come in just such an approach. Behind the resources you need to run enough, look for them and calculate where to spend, t.To. Deficit resources are limited.
– at death, the strength of not only dressed, but all of the weapon is reduced. It decreases greatly. And other weapons may not be.
The project, in my opinion, loses in functionality to the best representatives of both Survival and Tower Defense. However, the game is not only about this. I can’t generalize this experience, but I personally liked the idea of cultivation in people of kindness and care, albeit through help in a fictional people. For the first time in a rather long time (and to be precise, since the time of the game in To the Moon) I saw some unambiguously kind meaning and message in the game, which cannot but cause respect. At the same time, the gameplain game is quite suitable. So for your part – I recommend that you familiarize yourself.
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