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Can Godus be fixed?

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  • Can Godus be fixed?

    Godus isn't ready for a re-review yet, but with version 2.0 promising to bring "vast changes", we sent Chris Donlan back in to get the new lay of the land. He's spent 30 hours playing version 2.0.4 (a new update allows access to developer builds). So is 22Cans' "regenesis of the god game" starting to make sense?
    The last time I checked in on Godus it seemed to have two central problems: intent and implementation. The stuff it was trying to pull off didn't seem particularly interesting - and it wasn't pulling it off very well, either.
    This early incarnation of Godus was a god game that didn't make you feel like a god, a strategy game that rejected all but a single strategy. The only thing you could really do - and you had to do it almost all the time - was flatten out the landscape in order to allow your population to grow. You did that for the first dozen hours anyway, and then you had to plant a few farms and get the grain rolling in before you went back to flattening stuff again. Godus was mainly about watching the numbers tick upwards, and those numbers weren't worth the effort. Particularly when the effort itself involved so much clicking. Harvesting belief, summoning followers, moving the land about in its fiddly tiers: click click click.
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