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Impressions: Len’s Island

I try to keep tabs on every survival game that comes out as, despite first appearances, there ain’t actually that many. So, when I got notice several weeks ago that not only has Len’s Island came out of Early Access but was also free to play over the weekend, I quickly jumped aboard.

Unfortunately, after playing about 6 hours or so, the game is a bust.

Somewhat surprising verticality.

The problem with Len’s Island is that it feels like an A game. As in, one less A than AA. Maybe BB would work better? This is the game’s own description on Steam:

An open-world survival crafting game for 1–8 players, blending intense dungeon crawling and ARPG combat with peaceful farming and creative building. Take on quests and explore a vast, procedurally-generated world full of danger and discovery.

Yeah, no, almost all of that is misleading as fuck. Imagine my surprise when I figured out that in this “open-world survival crafting game” you… can’t actually craft armor. Armor drops from the end chest in dungeons, but not in an ARPG, Diablo-ish way either – it’s a singular, set piece. The only other way to get armor is to purchase some from vendors, who also tie into your general tech/decoration progression. There are like four weapons in the game and you just upgrade them with identical sets of resources for each tier. Quests do exist, but they are achievement/milestone style quests rather than any kind of coherent narrative. Perhaps things get spicy later on, I dunno, but I very much doubt it.

Not at all worth it.

I’m not really sure there is much else to say. The general gameplay is not fun, the survival elements are nonexistent, and crafting itself is perfunctory. I haven’t been this disappointed since Farworld Pioneers.

Impressions: Enshrouded

I actually purchased Enshrouded on a sale prior to Nightengale and a few other games, but had been waiting until I finished those, lest I be too enraptured by what was going to be the better game. You know, eating your peas and mashed potatoes before the pudding.

Certainly an interesting graphical style, at least.

As it turns out, I needn’t have bothered: Enshrouded is not fun to play.

Believe me, I’m as surprised as anyone. Enshrouded has sold 3 million copies in Early Access, and is specifically called out by the Nightingale devs as one reason why they are reengineering their game.

Let’s get this big note out of the way: Enshrouded is not an open-world survival crafting game. I had to look at the Steam store page to double-check, but sure enough, it’s billed as a “co-op survival action RPG.” It’s an important distinction because the crafting, resource gathering, and survival elements are all perfunctory at best. Do you punch trees and collect fiber from bushes? Yes. Can you craft the cloth or metal scraps you need for practically everything? No. Those come from mob drops, or occasionally from destroying tents or other objects out in the world. After a while, you realize that you don’t really need much of anything from environment in comparison to mob drops, which is textbook Action RPG with “survival-lite” elements.

Go anywhere you want! …but good luck getting there.

One thing Enshrouded is very good for is terrain deformation. Almost absurdly so. Nearly every inch of terrain can be dug into with a pick, and setting down base marker will allow rapid mining in almost any configuration. If you ever wanted a Hobbit-style house or Dwarven palace, this game is for you. Regular mansions are just fine as well. Build whatever you want! …provided it is within bounds of a Flame Altar.

This is important to know because general movement in Enshrouded is crap. Encounter a steep hill? Sometimes you can jump and land on individual pixels and sometimes not. If you aim your pick awkwardly upwards you can sometimes dig out a little ledge to help you climb. Double-Jump is a talent you can spec into as well. Things you can’t do? Build a box and stand on it. Or use the Grappling Hook – that’s exclusively designed to hook onto metal rings in specific places. Later on, you can unlock giant towers that you can fast travel to the top of and then jump off and use a “glider” to get around. But the glider handles more like a wingsuit weighed down with tungsten anchors than anything else.

Want to bet how far you can glide from this starting position?

The sad part is that all of this poor mobility is likely bad by design. See, the central conceit of the game is that a Shroud has billowed out of the low places of the earth, killing those trapped inside. Venturing into these low-laying placed causes one to be “Enshrouded” and will result in death after a ~5 min timer expires. Meanwhile, poking your head outside of the Shroud will rapidly add time back onto the meter. Thus, if it were easy to grapple up hills and/or build structures anywhere one pleases, it would trivialize (to an extent) the threat posed by the Shroud. So… I get it. But I also get that Nightingale feels so immensely better being able to climb/grapple any surface and glide for ages via umbrella.

As for combat itself… meh. There are a few different types of melee weapons, but no real “moves” per se. There are block/parry and dodge-roll mechanics, along with bows and magic. I have heard the latter was nerfed recently, but I’m not sure if the abysmal magic system currently in the game is the result of that or if they made it that way on purpose. You can craft wands and staves early-on, with wands having infinite “uses” (that consume item durability) but extremely limited range. I’m talking practically melee range, for some reason. Staves, on the other hand, consume both MP and “ammo” scrolls or whatever, which can only be crafted once you rescue the Alchemist NPC. Why can you craft a staff before you have the resources to use it in any capacity?

So, yeah. Enshrouded. I have played for about ~7 hours thus far and every play experience goes the same way: sprint on a road for several minutes to some location, complete a micro-dungeon, fast-travel back to base. Repeat. Or in my case, Quit to Desktop because the play experience is exhausting. The world is gorgeous but devoid of anything interesting, combat is dull, magic is pointless, and going from place to place is skibidi Ohio no cap, as the kids say. Honestly, I should have expected something once I saw “Athleticism” as its own branch in the Path of Exile-style talent tree. Oh, and the devs are extremely miserly with the talent points and level-ups in the general.

Oh well. At least these are solvable problems that will hopefully be ironed out during Early Access.

Slay the Spire, Android Edition

The Android version of Slay the Spire is out. It’s $9.99 on the Google Play store, although you have to scroll down to find it.

And I recommend waiting a while before buying it.

It is indeed Slay the Spire on your phone. If you are not familiar with the game itself, well, you’re in for a treat. I’m sure there were other deck-building roguelikes out there before, but this one is so good that it has basically consumed the entire genre – anything new is basically “Slay the Spire but with X.” Being able to finally play this on my phone without streaming it or other nonsense is something I had been looking forward to for a while. In fact, I had been holding my Google Play credits from surveys for more than a year just to purchase it as soon as it popped up.

The issue is that it is a bad port.

It’s not just the bugs, of which there were many game-crippling ones (stuck on Merchant screen, continuous de-syncing, etc.). The Android port is just poorly designed from a UX perspective. Text is tiny and borderline unreadable, even with the “Big Text” option selected. Cards are shoved far at the bottom of the screen, which means half the time you try playing one, you end up minimizing the app – this behavior can be disabled via Android options, but I haven’t had any issues with Hearthstone like this. Perhaps the most frustrating though are the inconsistencies with selecting things. On the Reward screen, you have to double-tap to collect Gold, but a single-tap will select 2nd option (Potion or Relic), and your card reward requires you to click confirm. That’s three separate behaviors on one screen. Who designed this shit?

I’m also a bit salty when I straight-up lost a run right before the final boss because the wrong card was played. You cannot read the text on a card without lifting it up a bit with your finger, but lift it up too far and it will automatically be played (if it’s not specifically a targeted card). There is a “long press to Confirm” option in the Settings, but inexplicably that’s just for the End Turn button and nothing else. Incidentally, this lost run was the same one in which I accidentally skipped a Relic – the Select button became Skip after highlighting the Relic once – and then accidentally picked a bad choice in one of the “?” rooms because I was hovering my finger over the option so I could see what the Curse did.

Of course, by “accidentally” I really mean “because of dumbass UX designers.”

So, yeah, the thing I had been looking forward to for literal years was immensely disappointing. The lesson here is to don’t look forward to things don’t purchase things Day 1.