
I especially don't appreciate that the wood piles my accordion generates don't follow the on-screen logic and instead of "select", X closes the item. I don't get why in inventory selection views, I use X and Y in lieu of A and B. I find the button controls in this game inconsistent and confusing. The Goldfish Bears: Button Controls, User Interface Consistency, and Fear of Missing Resources That breaks my heart because I prefer gaming on Switch and don't like playing games on Mobile. (I can provide a video if you like, but you'll have to wait for me to fetch about 26 more spirit logs!) I've recommended this game to friends, but strongly recommended they buy the mobile version instead of Switch. I also find that the scene that plays when Flamey levels up performs horribly, and given that it's a core part of the experience that feels sloppy. I don't know what it is with Switch file I/O but Minecraft has periodic issues around autosave as well, but only a few games I play hiccup when auto-saving so I just can't believe it's insurmountable. I can take skipped frames, but the game will completely lock up every time it autosaves. This is especially tough for the salads, which tend to vary by minor details only distinguishable by color. But for me to make the food I have to take a picture of the screen, then scroll through Allison's menu to find a matching picture. For example, every day my animals want some food and think of a picture. I also think places where there's only an image of an item should have text. I've got aging eyes and it's VERY difficult for me to find many items. This is a core part of the game so I can see the argument it should be off by default, but I'd turn it on. My suggestion: add some accessibility settings to let people choose to add extra contrast or an automatic highlight when near pickups. I can't tell you how many times I've thought they were sand piles. Worse, I'm discovering some of the items on the ground at Octavia Cubbins' area move around and change daily. There are lots of little details on the beach that look like shells but aren't. It's nice that things go transparent when you stand behind them, but sometimes there's still 3 layers of lineart on top of each other. I can't imagine how a colorblind person or someone with a major visual impairment would play this game. I can't remember ever having to do that to see text in Cozy Grove.īut finding hidden objects is a mess.
COZY GROVE SHELLS IN WATER TV
I'm playing Wytchwood right now and to use those menus I either have to walk closer to the TV or use my Switch's zoom. They got the text size right, and I applaud that. I also think if the devs could playtest with colorblind or otherwise visually impaired people, there's a lot of room for improvement. I know Cozy Grove was an Apple Arcade game and I feel like a lot of my problems in it are common in mobile to console ports. I hope, if the devs intend to release on consoles, they playtest from a couch several feet away from a TV. The Elephant Bears: Visual Clarity and Performance
