I know this is a lot of complaining for a free game, but I'd totally be willing to pay for a version with more items and some of the tedious parts cleaned up. If I could make two suggestions, it would be to have more paths to important items, and that once you discover an item - or at least a final item - you don't have to take every single path to it in order to clear out its component items. That would be fine - in fact, "story" could use a tree more like this - but the game forces you to make all these stupid recipes if you want to clear airplane, spaceship, and rocket from the items list, which is a big wet blanket. The redundant items: Airplane + Container = Hangar. Shit, why not Wizard + any of those things? Hero + Writer? Nope, writer's a final item. I guess the hero part makes sense, but, uh. The weird logic: I spent a long time trying to invent the story, until I finally got it through a personalized hint: Hero + Human. You can use it to unlock a large number of other elements. To use a couple examples from my current game: In this video, Im going to show you the easiest way from scratch Human is the most valuable item in Little Alchemy 2. You can quickly browse and navigate through the possible combinations. Find cheat sheet formulas here The different formulas are all interlinked. Combinations, Find out how to make combos, and What Elements Make. It's really cool, but how arbitrary some of the logic behind the crafting system is - to the point where you can't invent certain key items without cheating and looking them up - and how many redundant recipes there are for other ones, makes it way less fun than it could be. is the best cheats Guide for Little Alchemy 1 and Little Alchemy 2. I haven't played the first one, but I just started 2.
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