I want to talk more about the Cozy Grove: Camp Spirit (Spry Fox) demo for several reasons. Here is the post I wrote yesterday about it in which I talked about the basic mechanics of the first game. I had to do it because the second game uses much of the same mechanics, has the same aesthetics, and (so far) has the same story beats.
Here’s one thing, though, that the first game had that this game so far does not. I mentioned that one of the biggest hooks of the first game was that it ran in real time (sort of). The story events often spanned several real-life days, which meant you could not do a whole event/quest in one day. Not even if you played for several hours on end. If you had to wait a day or two for something to happen, you had to wait an actual day or two.
There were seasons that lasted two months each with a transition month in between each season (I’m doing this by memory and may be off a bit). There are resources that only showed up in certain seasons, which was an interesting call. I’m talking bugs and trees, and maybe flowers? I don’t remmeber if those rotated as well.
It was an interesting decision, and the devs did it in part because they wanted players to be thoughtful about the amount of time they played the game a day. The counter to that was they had rotating side quests plus a bunch of other things you could always be doing (such as resource gathering) so you could spend more time in the game a day than they wanted. Also, with all the side quests, you could spend all your spare time in that game.
I had mixed feelings about that philosophy. In the beginning of the game, the grind was excruciating and real. There’s a fine line between asking your players to be patient and just wasting their time. In the start of this game, I feel it’s slightly on the latter side. However, there was enough that engaged me so I kept playing. I will admit I looked a few things up to see if I could hurry things up, but the inevitable response was to just wait.
I can’t remember what the ingredient/resource it was that I couldn’t find, but I found myself getting more and more impatient. Every day, I would log on and check to see if the resource was there. Every day, it was not. I don’t remember how much time it took to get that one resource, but I did manage to get it at some point. I think it was within a week.
I was frustrated by the grind and how slow everything was going. And yet. There was something about the game that kept me coming back. It was the bears, for sure. I really liked several of them and learning their stories. Their lives were often tragic, but there was a lot of heart on display, too. I could relate to something with almost all of them, and there were none of them that I wanted to throw into the ocean.
I liked doing favors for them and making hteir last journey as panless and peaceful as possible. I didn’t always like them, but I was willing to be their listening ear.
In addition, there was something comforting about doing my routines every day. Check all my resources. Talk to all the bears who had open quests. Go to Mr. Kit’s store–by the way. I love Mr. Kit. He’s a big fox, and he runs the stare. I really want to know his story, but he is tight-lipped in the first game. I believe I asked him a few questions about himself, but he deflected them. For someone whom I talked to every day, I knew very little about him.
He was so useful, too. He sold different hairstyles, and I loved switching them up on the regular. He also sold clothing, and I bought every single one. There were unique outfits, some of them season-themed, and I always liked switching them up on the regular.
Mr. Kit also sold storage space, and it got really pricy the more you bought. Of course it did. Once you got a taste of it, you get hooked and need more. He was the only vendor who sold storage in the game, so of course I was going to keep paying him for it.
One of my negatives of the first game–wait. I’m here to talk about the demo of the sequel, not the first game.
The quests go by so much more quickly in the sequel, and I’m not sure how I feel about that. I know that it’s probably because of the criticism the devs received for the glacial (and steep) beginning part of the first game, but I also think it’s because it was initially a mobile game. There were no microtransactions in the game, and it was free to play.
I’m assuming there will be a price on it when it comes to Steam, and I am more than fine with it. The original, which came out on my birthday in 2021, was $14.99. That turned out to be a steal–I would happily have paid twice that price by the time I was done with the game. Yes, I know that is a fallacy because would I have paid $30 up front? I would have hesitated. Mightily.
Then again, I took a big chance on Wylde Flowers (Studio Drydock), which was $25 and had an art style I didn’t love. Why do I always think it was thirty bucks? I don’t know. But I went back to read what I wrote about it, and I said that after playing the game, I would have payed fifty bucks for it because it was so crammed with content. Much like I felt about Cozy Grove.
I’m not sure I like how easily the tasks are accomplished in the sequel, though. Just to reiterate. Part of the charm in the first game was having to wait hours/days in real time to finish tasks/quests/story beats. I was hoping that since the game was coming back to Steam, maybe they would rejigger the tasks/quests. I realize that’s really hard to do, thouggh, so I can understand why they wouldn’t want to do that.
That’s all for today. I think I have one more post in me so I’ll be back at it tomorrow.