The graphics are pretty basic - it's OK though as the gameplay and the cuteness factor works really well though. To enter new areas wasn't particular fun: just find the big slime, figure out the favourite food and give 25 - 50 of those: more grinding. I wish we could automate all the things but it would mean that at one point the game or the farm would take care of itself and you discover that there is not so much endgame.Īt that point I was pondering: am I still having fun? And I wasn't: the machines were just temporary things and then I had to rebuild over and over again: finding the resources, putting them in the refinery, getting the machine, placing it, run it for 12 minutes only to discover I didn't get the rare material I needed and then realising I had to go through this loop again. There is no explanation why you can only use six machines. ![]() It is a mechanism that many mobile games use. You are punished for willing to produce a lot as there are hard limits on the amount of machinery you can have at any time and they only produce items after 12 minutes (real life time). There are some mini quests that all need just resources so they give more resources. All the while your farm has expanded to the point that half of the day is spend keeping your slimes fed. You build single use machine with a chance to get rare resources of which you need many to get the next machine. After the honeymoon period wears off (the phase of discovery what each slime can do and what upgrades there are and exploring the five areas): the game transforms into a tedious grind. The not so goodI did not finish Slime Rancher (at least I did not make it to the credits because there is no real ending). Tarr- All nearby slimes are scared of you! Tarrs won't hurt you :) ![]() Mosaic- Calms down all nearby feral slimes Pink- You can bounce higher! Well.a little bit. Phosphor- Lights up the area around you and does slight amounts of damage to nearby Tarrs Hunter- Go invisible so Tarrs and feral slimes can't see you But have you ever thought about making clothes out of them? With this mod you could use plorts to make different kinds of armor/clothes/hats? that would give you special abilities when worn: Have you ever been getting chewed on by a Tarr and suddenly thought Damn I want to keep you in a coral? WELL I HAVE! I already expressed my feelings on this in a post however, so I'm not going to re-hash it. I have a two ideas, both which tie into each other: Tamable Tarrs So, what might you like to see some day for mods? I know I don't even bother with toys for my slimes until I get the vendor, since it's usually a pain to lug those things all the way back on foot. Definitely a simpler one, but it would just make things a little less annoying. This might also have the interesting effect of encouraging slimes in the wild to wander around a little more, especially carnivorous slimes, as they hunt for food.īringing carried objects through teleporters. ![]() The hungrier a slime becomes, the wider the radius they will detect and pursue food will become. This brought an interesting thought to mind: Slime AI that adjusts with hunger level. The radius that slimes will see food seems strangely small, to the point where slimes hanging out near the walls in the grotto will starve even when there's a literal pile of food in the middle of the cave. However, I occasionally see some odd stuff happen with this. You know, toss a tank-full or two of veggie/fruit-eating slimes into the Overgrowth or Grotto, plant their favorite food in all the plots (maybe a silo in one), and occasionally come sweep up all the plots laying around. I sometimes enjoy doing the whole "free-range" slimes thing. Tweaks to slime AI, specifically how it handles hunger and food. Though I could certainly think of a few general quality-of-life improvements that might make the game that much more enjoyable. Personally, I'm not much into cheat mods or goofy joke mods. Though I'm curious, if mods for this game were a thing, what sort of stuff might you like to see? ![]() It's too bad an awesome game like Slime Rancher doesn't really have any mods to speak of (aside from the occasional cheat-trainer and that one toolkit mod that costs a dollar), but I suppose it's still a bit early in its life for that. I for one always love when games have robust and well-supported modding communities.
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