118.6 hours played
Written 15 days ago
I don't recommend forager. I thought it was weird I had so many hours into this game and barely remembered it, but since that was a long time ago, I decided to give it a try again. I immediately remembered why I spent so much time in it. The game has a obscenely high degree of grinding. Although the player can unlock skills and structures that automate SOME processes and reduce the grind somewhat, that comes a lot later into the game and demands a ton of resources.
Forager's most distinguished feature is the ability to expand the game buy making/collecting coins and spending them to buy new isles. Doing so increases the rate of resource/creature spawns and eventually leads to other biomes, which have their own unique variants of those. It was exciting the first time I played the game, since it makes you wonder what comes next, but given that these isles are presets, it wears off after a first playthrough.
The basic gameplay loop: forage for resources (wood, ores, food, etc), build structures to process those to build even more complex items and structures. Some actions will net experience, with which the player levels up and gets skill points. Said skill points are spent to further improve the character, unlock new recipes, buildings and so on. That's mostly it and, although it's not a problem in itself, it never really goes any deeper, keeping gameplay anchored to the logic of infinite resource gathering, just because.
Even the puzzles in forager replicate the asanine amount of time required to do anything. A good portion of them involve physically moving objects, decorating patterns and using items acquired from dungeons, but they are either too easy or very annoying (watch a video on Fire Galaxy puzzle for a good example). In relation to their difficulty, there is no middle term: it's either kindergarten stuff, like, match the colours or instant google search, like the one that demands binary code translation.
The worst offender is EASILY the crafting times. Some items are required in the tens of hundreds, in the late game, but can take more than 40 seconds to be crafted (counting in all the skills that accelerate crafting times for related structures). Relating to this, some people have described Forager as an idle game, but that makes zero sense. Most idle games already present automation features out of the box or ones that are aquired VERY early on, to allow players to step away from them, but Forager constantly requires hand holding. The clearest example is farming. To plant anything, the player needs to manually dig with a shovel, water the spots (this can be done simutaneously with a shovel upgrade) and MANUALLY plant each seed. Given the amount of materials needed for some recipes and achievements, it makes farming a rather contrived mechanic, demanding constant attention. Now, there are mods that alleviate/solve these problems and to those who still want to play the game, I HIGHLY reccomend installing them. You'll thank me later.
While very attention hungry, at least Forager looks and sounds nice. The art style is really simple but well done, making it so that everything is visually cohesive and easy on the eyes. The soundtrack gets the same treatment, complimenting the seemingly casual nature of the game very well, if a bit repetitive. There isn't a lot of variety to it, but honestly that hardly matters when the player inevitably tires of the grind and seeks out fresher and more dynamic experiences.
Forager's late game is just more of the same. The player eventually gets access to a place call "the void", which is a never ending dungeon featuring unique resources and is floor based, which get increasingly more difficult as the player gets through them. To access the next floor, you need to defeat all the enemies on the current one. As the challenge level rises, so does the amount of enemies, their hp, variety and at some point bosses become normal encounters. It's a bore. Given how simple combat is, there is no excitement nor big discoveries to be made here, just an attempt at pretending the game still has content.
Finally, the game's overarching theme isn't the problem; it's how it was handled. Making it so that there are so many types of resources, biomes and enemies means that making them functionally unique is a huge challenge, which was not succeeded and might not even have been the dev's objetive. Nonetheless, such fake variety makes it so that there's no incentive nor point to spending so much time in a game that is all about foraging. It also presents a contradiction: the game is supposedly a casual idle one, but it's design demmands constant attention and interaction. The underlying structure is fairly decent, but without a clear goal besides wasting time, there are much better alternatives out there.