I installed Critter Cove three days ago and since then I have put in a little under 30 hours. I could not have found this game at a better time as my 16-year-old kitty Morgan died recently and I needed something immersive to distract me from my grief. She kept me alive when suicidal, her company kept me sane throughout loneliness and despair and she made me smile and feel grateful for life. I've been able to recreate Morgan (no tortie color pattern, but a calico is passable) and taken her on adventures, built and repaired the town, made friends and scavenged for treasures. It might be an odd way of grieving, but it somehow helps now she isn't lying next to me or on my lap anymore. Gameplay: Think Stardew Valley/Animal Crossing/My Time in Portia/Subnautica, MtiP being the closest match with its bright and cheerful take on a post-apocalyptic world, littered with old trash which you gather and use for crafting and relics from the ancient times you display in a museum. There is displayable Easter egg-type objects hidden around the map, something I'm always a sucker for 😅 It´s a kid friendly single player game and you own it fully when bought, no micro transactions and so far no DLC. The story is the classic moving to an empty, worn-down town and then repairing and building it back up, while exploring, crafting, making new friends and gathering/foraging. You can´t die, you simply pass out and wake up with low health in a safe place nearby. The quests encourage exploration and teach the game mechanics fairly well. I hope to learn more about Captain Anchor and the other characters, but at this point it's mostly crafting and fetch quests as well as a few treasure hunts. This doesn't faze me or diminish my love for this adorable and beautiful game. Again, it's Early Access, there'll be more to come back to in a year or two. I'll replay it for certain. Combat: It has no combat, not even hunting as meat is grown on plants. Fishing: The fishing mechanics are simple, you just click once when the fish bites (which is very clear) and the character does the rest. You don't have to spend ages waiting for fish to bite, something always bites. Lures and locations determine what you may catch. Gathering: Intuitive, fast and easy. Blueprints are gradually learned as you dismantle the devices you find and your progress is shown as you do it and recorded in your journal. About 70% of your gathering will take place underwater. This made me nervous, but I learned that you cannot die and simply wake up floating on the surface and that fixed it for me. Something about gathering makes the monkey part of my brain go completely ballistic. Spotting a tuft of grass when low on fiber or that last popcorn stand needed to unlock the blueprint is an instant dopamine rush and a very large part of why I play these games. Crafting is relatively intuitive if you're familiar with this genre, starting with simple stuff crafted by hand, then moving up to different crafting stations etc. Even the handcrafted items keep being relevant and I haven't noticed any stations or resources becoming obsolete as I progressed. It was actually the opposite as the higher tiers of planks builds off the lower, just with added resin. Which.. yeah, not a fan. Friggin resin. There are two major resource bottlenecks I noticed: fiber and resin, resin being the worst. Fiber is found as small tufts of slim pale green grass or obtained as a byproduct from harvesting crops. Start up farming asap as you´ll need the fiber! Resin is dropped when you chop up the dead trees lying about, though not every log will drop resin. Alternatively you'll have to craft it from oil and wood and until you meet Riggs, oil is rare. Buying it from the shop every day helps a bit. Cooking: The cooking mechanics are a mix of SV and MtiP. You learn recipes by experimenting and when it results in something other than Slop, the recipe is recorded and can be scaled up according to the amount of ingredients you have. You do have to have the ingredients in you inventory afaik, which is annoying, but maybe I´m just spoiled by the crafting stations, who´ll just yank whatever they need from my trunks (trunks are btw interconnected and all are accessible from any one of them, because of Trunk-Space, presumably). Hidden around the map are written clues to a few of the recipes, but it would be cool if you could get clues from conversations too. You thankfully don't have to manually stir, add ingredients, chop etc like in Palia and MtiP. I enjoy cooking in Palia but it´s enjoyable because it´s co-op. Visually: This game is gorgeous with vibrant colors, a cartoony art style, beautiful environments with alien plants and animals and the characters actually have some facial expressions and body language, something I've only seen in very few games of this genre to this day. A few things I absolutely LOVED: The regeneration of resources and salvage is from the tropical lightning storms sweeping the islands every so often, throwing up salvage, sinking ships (if you catch the ship before it sinks you might find a treasure chest) and stranding new characters for you to invite to your . You do not get assigned a house. Bar shops and lighthouse, you can pick any home on the island and That. Is. Brilliant! The town changes around you as the houses and shops are repaired and used by the NPCs and you can place most decorations anywhere on your island and the NPCs will interact with them! Both are features that I've wanted in other games and is deeply satisfying to experience. My greatest gripes: I somehow ended up with 95% villagers of the jock persona before learning to tell the types apart. Since the persona decides what they like and where they will work, and you can't evict them once there, this is a real hassle. The "tsundere-mean-girl personality" is not cute. It's not funny or endearing. I actively dislike those villagers and will avoid them. The few treasure hunts I've had were ruined for me by the great big fluorescently green arrow pointing to where I was to dig.. Like, really? Seriously, guys? Sea of Thieves shows how to do treasure hunts beautifully, I hope the devs will look at them and adjust. Afaik, no one lives in the lighthouse that I worked so hard to repair. That annoys me no end, but that might just be me being weird. Repetitive music. It´s really good, don't get me wrong, but after 10 hours of the same two or three melodies I turned it off. Last but not least: Let me pet the damned turtles! I don't know if my gripes will be changed or tweaked later, the way all the other stuff I'm iffy about surely will: The bad clipping (islanders floating in the habour when they actually are on an island far away according to the game??) as well as the general lack of content after approx 25 hours play, you know, all regular normal Early Access stuff, but I haven’t seen any game breaking bugs at any point, and that is worth noting. I love this game. I lived and breathed this game three days straight, to the point of a shoulder in so much pain from continual use of the mouse, I had to eat painkillers to be able to sleep. Then I woke up and did it again, because: worth it. I want to live in Critter Cove. I found this game through a collaboration between Dinkum (Animal Crossing set in TotallyNotAustralia, with Minecraft graphics, I highly recommend it) and Go-Go Town, because Go-Go Town and Critter Cove were sold as a package deal, and I had a bit of money to burn on games and needed something to distract me from my grief. I hope you´ll at the very least take a look at the free demo with around two hours worth of play in it. It deserves it. Please support it´s devs <3 #critter cove #video games #indie games #cosycore #cosy games #furry #computer games
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