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If my motivation for paying is to combat a frustration that you've deliberately added to the game in order to *convince* me to pay, then I know the frustration will return twice as bad the moment I stop paying, until I inevitably get fed up and quit. I do spend money on this kind of game when it's done well, but this isn't. The game suffers pretty badly from the kind of deliberate slow-down melaise that I know is intended to convince people to spend real world money. It was offputting the first time I found myself in my own shop while browsing the notice board. I never figured out if there was a benefit to upgrading my town hall. I just realized that the shipwreck idea casts a dark light on what it means when you "dismiss" a townsperson.Īre the women dressed like the sterotypical French maid intended to stay in the game when it goes live? They aren't a thematic fit and feel like a developer was having fun and intending to drop them later. But perhaps a mechanism where instead of a lumberjack employed as a smelter leveling up *as a lumberjack*, perhaps he should instead eventually become a smelter if that's what he's doing.
FARM CRAFT 2 WON'T LAUNCH FROM DESKTOP FULL
I keep getting townspeople in the same basic professions, which rings fairly true-to-life in that if your island society depends on new citizens being shipwrecked ashore (or however they get there), they are likely not to arrive with the full variety of professional skills a growing society needs. Or maybe you could allow that particular menu to be opened as a full-screen select tool that wouldn't need scrolling. Maybe scroll-wheel scrolling could be activated. There's a lot of things that need scrolling in the game, both horizontally and vertically, and the click-and-grab scrolling gets a little clunky, particularly the horizontal bar of nature resources because it's very wide. If there's a mechanism I missed where something I'm doing makes some resources more lasting, I didn't see it. I consider the stone sticking around a huge advantage and have learned to mostly depend on that just to save me constant extra clicking. Oddly, while the miner expends ore when he mines, some of the stone I burn to produce the ore persists when I burn it and other stone is used up. The latter is a boon when it happens, as my flower fields serve for my paddocks without needing to be constantly regrown, but I have to take time to regrow trees and bushes for my lumberjacks. Some resources seem to be expended when used, and others don't. I suspect that that animation doesn't have any real impact on the time it takes them to do their own work, but in some games it would slow them down to have to walk farther. I noticed that some of the workers go to the buildings where their source materials are produced to pick them up rather than the warehouse, even when the warehouse is closer. I realized later based on other achievements that it probably said I needed to *start* making four, and queueing production probably fulfillled that requirement.
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I left a review commenting I had gotten an achievement after making one of a thing the achievement said I needed to make four of.
FARM CRAFT 2 WON'T LAUNCH FROM DESKTOP UPGRADE
The limited warehouse space is very frustrating, and the fact that the warehouse upgrade to level two is unlocked immediately but requires resources the early player has no access to feels like passive-aggressive design.
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The fact that I could grow my island arbitrarily was an interesting innovation that I thought was in keeping with the Doodle God theme. The game is engaging, and uses the mechanism from Doodle God to pretty good effect as part of a simulation game.