Cooking pulsing mushrooms equals injectable essences, which is never explained (or was, but I couldn’t read the text) until a skill chart appears once you have enough, and then you can muddle your way through on visual intuition. Some points of the game seem vague to make it difficult for the sake of being difficult. In the absence of voice overs, the ability to change text size and font becomes that much more important.ĭarkwood promises not to hold your hand, but that doesn’t mean make it unplayable. The fact some designers don’t consider text an important part of their game is beyond me, and everything is text in Darkwood. Make sure the text is large and accessible from the outset, and then let people scale it down to increase the ambient mood if it’s too big for them. All of the text is extremely tiny, so I really struggled to comprehend what was going on at any point with regards to the characters, narrative, and all that other stuff that is actually important to the quality of a game like this.Īccessibility isn’t all that difficult. I’m not talking about gameplay, no: it’s impossible to see and read and experience. The worst of the worst? It is goddamn impossible. Rarely does a game give me such a negative opinion so quickly, but Darkwood makes itself stand out in all of the worst ways. I adore the graphics representation of monsters too: visually, they’re exceptional. Everything that isn’t well-lit takes on a misty grey quality. A nifty, although somewhat unoriginal, gameplay mechanic has enemies only appearing in the light dark areas may appear empty even when they aren’t. The large map will never tell you exactly where you are, so you need to pay close attention to your chosen path to successfully find your way home. It reminds me a bit of This War Of Mine in that regard you need to use very limited resources to make some tough decisions on what is most important, for example, a weapon or a barricade? The dimly-lit days must be spent collecting and stashing and crafting to prepare for what’s to come. There are hordes of monsters beyond the trees, waiting for nightfall to come for you. It’s all about survival, and you can only really explore to find items during the day. The devs made a grave error in ignoring such a basic element of accessibility in the UI.īut first, the game itself. But the game? It’s nearly impossible to know what’s happening because the text is so tiny that I couldn’t read it. The premise and the gameplay is intriguing. I’ve played Don’t Starve for dozens of hours, so this didn’t phase me. The survival horror title promises not to hold your hand, to let you figure out how to play as you die repeatedly.
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