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I'm at pretty much the same point, so I'll react from a similar level of experience.
At the same time, make it so that you can make strawberry or chocolate milk using regular milk plus actual strawberries or actual chocolate, so that essential game ingredients/potential loved gifts for NPCs aren't gated behind only one specific way to get them. Playstyle choice is essential in games like these.
Almost no doubt in my mind that these are coming in a later update. Devs wouldn't tease us like that...would they?
If you look in every area and fish in every place that has fish and buy seeds from every vendor, you should be able to eventually end up with everything. I think Stardew Valley was the one that started off the "there's a wiki, you should bookmark it and have it on your second screen in your l33t gamer setup if you want to fully enjoy this game" annoying bad habit this genre has.
Gotta disagree on this one. I'm not a big fan of "gift spam" as a game mechanic...although I wish that worked in real life and I wish someone would tell me what the cute librarian who works at the library near my apartment IRL loves so that through the magic of buying two of them (yes, that's a Technology Connections reference), I could make her fall in love with me over the course of a few weeks...but I digress.
Point is, I like the idea that talking to people regularly is enough to run up their affections in a game that's already the most frantic game in this genre in terms of time management since Stardew. I like that I can go into the inn and get some face time and the people of the village appreciate that I showed up. I don't want to also have to bribe people on top of all that.
PLUS, LIKE, A KAJILLION. YES.
It should be a crafting perk with the dragon. I like how you have to generally do a little work to earn most improvements in the game.
I get a sneaking suspicion this is a "later on as the game gets more development" thing waiting to happen. By the end of the game we'll be needing 200 Unobtainium, 50 monster butts from the bottom level of the mine, three flowers, two turtle doves, and a partridge in a pear tree.
I both love and hate how frantic this game is. On the one hand, it's the opposite of a relaxing game, but then again, that's also something I love about Stardew, the "this game isn't afraid to force you to manage your time and maximize every minute" approach.
Needs a slider or a menu setting.
If the devs don't, modders surely will.
That's how you give them a taste for their own kind so that they can become hitman chickens. Cluck 47, your assignment is to track down Henrietta and kill her. Good luck.
Thoroughly agree. Less random chance, more deliberate player design.
Same thought. 26 hours on my initial playthrough to get to the "now I'm just grinding to 100% for future updates" level I'm at now. Which ain't bad for something I only paid 13 bucks for.
Sometimes I buy a game in Early Access and fall completely in love with it to the point where I put a ton of hours into it and relish every new update. Other times, I play it through and then forget it exists.
I'm hoping this game keeps me engaged the way, say, My Time At Sandrock did, which I bought on Day 1 of Early Access and now have more hours in it than all but two games in my whole Steam library (including five full playthroughs since its 1.0 release last November.)