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cover-Travellers Rest

Tuesday, July 30, 2024 8:01:07 PM

Travellers Rest Review (greatghastlygreeneyes)

I've played this game for through multiple updates, so clearly there's something to enjoy here-- the art looks good, the devs are active. These kinds of cozy, casual simulation games are my jam. So, why can't I recommend this game? In short: I think the development is going in the wrong direction. This most recent update added more to the map and introduced new NPCs (a good thing!) but replaced some of the most important systems to the game-- cooking and brewing-- with more rigid, simplified recipe crafting. Content was added, but content was also removed.
For example: prior versions of the game included specific herbs (dill, thyme, rosemary, mint, etc.) which could be added to recipes and which contributed flavor tags to finished drinks and dishes, giving them specific flavor profiles. The new update removed these herbs and replaced them with two forageables: aromatic plants and wild herbs. These can then be processed and turned into aniseed and pepper, with further products being unlocked a significant way into leveling (my next herb unlocked was at level 10-- cilantro) based on which recipes you choose to unlock.
The new system is much more reliant on stricter recipes with specific ingredient requirements. I am not against the implementation of more specific recipes, to be clear. They can provide goals for play in a genre of game which is largely self-driven. What I would argue is that the cooking and brewing systems in order to implement these more specific recipes. Some recipes use a tag system to allow for a degree of flexibility, but even this is a significant downgrade in player freedom from the previous system.
There has been some discussion that the new system was put in place to deter players from exploiting the game's economics by using only the highest valued ingredients, and if that was in fact the reason, it is a terrible one not only because it made the game less fun but also because you cannot and will not ever be able to stop players from min-maxing within whatever system you design. It's definitely true that making money is fairly easy in the game, but the solution to the problem (if we want to concede that it's even a problem) is to add money sinks, not to pare down player choice in how they engage with your systems.
And if that's not the reason? The end result is still that the game is more generic, more of a chore, and less fun than it was even in a less finished state. It's not bad. It just isn't good, either-- it's another farming/crafting simulation to add to the pile of them on Steam, with admittedly nice art. Some of the charm of earlier versions has been lost in the simplification. If this is the direction the developers are determined to go in, I can't recommend the game except if you want another farming/crafting sim to add to your collection. However, I will keep an eye on its further development and update my review if my opinion changes.