41.8 hours played
Written 21 days ago
Outpath is one of those one-dev games that keeps missing the mark by very little, and, unfortunately, overstays it's welcome. It openly mimics Forager's design, which means that the player starts out on a little island and, bit by bit, expands it by gathering resources and spending them on upgrades, buildings and equipment.
There is no combat. Which means that the sole focus is on resource gathering. It's done via clicking on props (rocks, grass, trees, animals, sand) until their health hits zero. It gets repetitive fairly quick, but there's a lot of recipes, blueprints and skills to discover, so it keeps things mildly interesting. Different islands represent different biomes and there is a monument for each. These monuments are meant for progression; this is where the player buys more land, through credits, which is a currency earned by collecting resources and also by sacrificing them on floating pedestals that orbit the monuments. Credits are vital to reaserch more blueprints, recipes and upgrade skills.
That's it. Forager's gameplay loop is heavily dependent on grinding to pad out the game, Outpath is no different. The problem being, while Forager is grindy, it also spices things up a bit by adding zelda-esque dungeons, puzzles and miniquests given by npcs. Outpath does nothing like that; it relies purely on recipes and skillbooks that seem interesting at first, until you remember that there's no point in "combat" skills when there's no actual combat to be done, just holding the left mouse button on a sprite of a cow; there's no reason to increase swimming speed when you can't even dive and reaching other islands isn't a problem in itself; there's no incentive to crafting magic tools whose effects heavily detract from the already sleep inducing gameplay loop.
The presentation is simple, but quite charming. The pixelated 3D graphics do nothing new for the genre but they are easy on the eyes. The soundtrack is quite soothing and complimments the nature of the game well; the sound effects just jave that nice ring to them. However, for some reason the dev didn't implement portable light sources, so whenever it's dark, the player needs to sleep. Sleeping consumes the hunger bar to generate stamina. Stamina is paramount to gathering, since, even though you can't actually die in this game, being hungry incurs a massive speed and damage debuff, which makes everything take that much longer.
The sad thing about this game is, the foundation is quite good. Whatever few mechanics it has, they're usually well implemented (besides a few, notable bugs). It could have dungeons, puzzles, actual combat and exploration, boats, quests, you name it. The present structure just begs for more gameplay diversity besides clicking on things and waiting for them to pop. In the end, even if it looks and sounds good, for me there was almost zero enjoyment to be had in an otherwise well crafted game.