Review: Stardew Valley (the mobile version)

Oh, Stardew Valley. You’re one of the reasons I bought a new gaming laptop (although you can still run on my old ThinkPad). I’ve spent many hours planting and taking care of farm animals and trying to get friendly with the villagers. And now, I can do all that on my phone, thanks to the recent mobile port of Stardew Valley! It finally made its way to Android a few days ago, and was released for iOS a couple months ago.  My review focuses on the Android version, but I’m pretty sure everything’s the same on iOS. For those of you who’ve never played the game before, Stardew Valley is a farming simulator, similar to games like Harvest Moon, where you’re responsible for taking care of a farm. In addition to making sure your farm succeeds, you also get to make friends with the villagers, as well as eventually start a family if you want to. You even get a pet! (I’ve got a cat.)

I’ve been really pleased with the mobile version so far – the developers did a good job of making it as enjoyable an experience on a mobile device as it is on a full computer.  The controls are easy to pick up – you can either tap a location on the screen and your farmer will move to the tapped square, or you can hold your finger on the screen and your farmer will follow in the direction of your finger. The entire interface in general has been customized for small touchscreen use, which definitely makes playing easier. For example, your entire inventory is visible on the left side of the screen, and you can scroll through all your items and tap on the one you want to use to make it the active item.

Farmer Ëlinyr, about ready to start her day, while Robin is hard at work building an expansion to Ëlinyr’s house.

The interface for shopping has changed slightly, too – while it’s not universal for all shops (for example, Marnie’s shop listings are displayed a bit differently than the items in Pierre’s general store), it’s definitely geared towards mobile use and makes it easier to tap on what you want to buy.

Let’s buy a chicken! Because everyone needs chickens.

The crafting menu, as with other similar menus, are also mobile-optimized:

Let’s make ALL THE THINGS for the farm!

Another thing I’ve really enjoyed that’s exclusive to the mobile version is the ability to zoom in and out on the map, which has come in helpful when I’m looking for things to forage or just want a large overall view of an area.

Oh hey, there’s a spiceberry down on the lower left corner of the map!

Plus, it has all the original story and townsfolk you’ve all grown to love, plus the new farm types that were released when co-op mode became available! It’s very easy to lose a few hours playing on the phone, that’s for sure.

That being said, there are a few things missing from the mobile port – specifically, co-op mode, saving games to the cloud, and the ability to sync games between devices and computers. While they’re not a deal-breaker for me, some folks might really miss these features. There is a work-around to make it so you can play save files from the desktop version of Stardew Valley on mobile (link focuses on iOS version of the game), but it’s a little labor-intensive and involves a lot of shuffling files around. I’ve just been setting up a different type of farm on all the devices I’ve been playing on, so I get to explore all the different farm types.

There are also a few things that have taken some getting used to, like the automatic tool choosing – sometimes it doesn’t work as intended, and you’ll need to manually choose the tool you need to do a job (like when cutting grass, you’ll need to manually select the scythe before attempting to cut anything down). There’s also an auto-fight monsters mode in the mines, but in order for that to work well, you’ll need to select your sword before starting to do any mining – otherwise, you’ll just end up attacking with your mining pick, which isn’t as effective. Also, I’ve found that it’s really easy to accidentally select an item from my inventory while trying to navigate to the left side of the screen, and if you’re not careful, you might accidentally end up giving it away to a villager if you don’t switch away from said item before trying to talk. (for example, I accidentally gifted Penny an artifact that she really didn’t like, whoops)

Overall, the mobile version of Stardew Valley is great! There are some bugs, given that the game just got released, but I’ve only encountered them when trying to play on my Chromebook (which I was able to fix by restarting the Chromebook), and the developers are working hard to get them fixed. If you love Stardew Valley, are okay with not having co-op mode and cloud saves, and have a little extra cash laying around, you should definitely pick it up for your mobile device.

Stardew Valley on the Google Play Store – $7.99

Stardew Valley on the iOS App Store – $7.99

Game review: Patchwork

Yes, there is a board game that’s essentially about making a patchwork quilt. My friends J and Kasi bought this game recently, and when J pointed out that they had a game about making quilts, I had to play it.

The box for the board game Patchwork, with game pieces surrounding the box.

In Patchwork, two players compete to make the most complete (and highest-scoring) quilt they can on a 9×9 game board. Gameplay is pretty simple — players move tokens along a board (called the “time track”) to determine whose turn it is, and as players move along the board they can collect extra buttons or small patches to help fill in empty spots on their board. Each space on the board represents a unit of time, and each of the patches has a time listed on them, indicating how many spaces you’ll be moving along the board.  (After all, quilting does take time!)

Around the time track is the collection of quilt patches you can choose from. During each turn, players have the option to purchase a quilt patch or earn extra buttons by moving to one spot ahead of your opponent.  You’re limited in which quilt patches you can buy, however: a marker works its way clockwise around the circle of patches, and you can only choose from the three patches in front of the marker. This is where sometimes moving ahead of your opponent can come in handy, if there aren’t any patches you can afford or any patches that fit on your board — you can simply choose to earn extra buttons, one per spot you end up moving along the board.

The game Patchwork set up and ready for play, with a square board that keeps track of player turns and differently shaped pieces of various colors representing quilt patches surrounding the board.

The game, set up and ready to play!

The buttons that players collect are really important.  Not only are they the game’s currency, but they also help determine who wins at the end of the game: whoever has the most buttons at the end of the game wins.

Game pieces from Patchwork, each displaying a button cost and a "time" cost. One patch has three buttons on it.

The patches that have buttons on them really help you out in this game.

As you can see, some patches have buttons on them – and those help you out as you move around the time track.  If you move past a button on the time track, you earn a button for every button that’s on your quilt.  The bigger your quilt gets, the more buttons you can earn at a time. (At one point, I think I was earning 15 buttons every time I hopped over a button on the time track — my quilt was very decorated!)

Patchwork game board with a couple of pieces on it, arranged to make a small, irregularly-shaped quilt.

My patchwork quilt, early on in the game. I didn’t end up winning – I had too many blank spaces at the end, boo.

When both players get to the end of the time track, that’s when you figure out who the winner is.  First, you count up how many buttons you’ve earned, and then subtract the amount of blank spaces on the board from the amount of buttons you’ve earned.  Whoever has the highest point count after that is the winner!  I didn’t win yesterday’s game, but I certainly had fun playing and will definitely be picking this game up for my collection.

Patchwork on Amazon

Another tiny little review: Loot Letter

Anyone remember the tiny little review I did ages ago for a tiny game called Love Letter?

Well, apparently that tiny little game has spawned a tiny little parody. World, meet Munchkin: Loot Letter.

You know it’s going to be silly if it’s in the realm of Munchkin.

A quick refresher: in Love Letter, your goal is to get your love letter to the princess. You’ve got a small deck of cards which are numbered, and there are various amounts of those numbered cards – there are far more of those lower number cards than higher number cards, and there’s only one 8 – the princess. Once you get the princess, you pretty much win the game unless someone forces you to discard her.

Well, Loot Letter is pretty much the same – only there’s no princess. Only loot. And Ducks of Doom, and a Dread Gazebo. And a lot of potted plants.

I got the chance to play Loot Letter with some dear friends over dinner recently, and it was quite a bit of fun. J and Kasi had played it on their own previously, and found out there’s a lot less strategy involved and a lot more luck when playing with just two players. Adding a third player, though, made things more fun, and introduced more strategic moves to try and win the loot. Even though I goofed up a few times by not entirely thinking through some of my moves (like using a Dread Gazebo to swap hands with someone without really thinking about the effects of someone else ending up with the cards in my hand), I somehow managed to win the most loot!

If you’re in need of a short game to pass the time while waiting for food at a restaurant, or for a TV show to start, but don’t feel like something sappy, then Munchkin: Loot Letter is the game for you.

Munchkin: Loot Letter on Amazon

Game Review: Pairs (or: What to do while waiting for GenCon housing access)

Well, I found myself with some unexpected time on my hands today, and I’ve been intending to review this game for a bit, so….

 

Pairs: The Review

2015-01-25 12.19.46

I’ve had this game on a shelf since September, waiting for the chance to get to play it.  I discovered the Kickstarter for Pairs through Patrick Rothfuss’ blog, sometime last spring, and eagerly backed the project and snagged three decks as a result.  (I mean, come on, Pat could put his name on anything and I’d be likely to back it.)  There were many decks available to choose from, and I picked three with artwork from Pat Rothfuss’ Kingkiller Chronicles series, as I do love those books and was curious to see Shane Tyree and Nate Taylor’s artistic interpretation of the characters I’ve enjoyed reading about.  Once the decks finally got delivered, I opened them all up, looked at the beautiful artwork, and then set them in my “let’s play this later” pile on my bookshelf.

There are even more games, but they don't quite fit on the bookshelf...

There are even more games, but they don’t quite fit on the bookshelf…

Fast forward to today – the day housing access opens up on Gen Con’s website!  I eagerly awaited the coming of 12:00 pm, to see how long of a wait I’d have to get to the housing portal…

WHAT

WHAT

So, Ross and I figured this would be a good time to pick up Pairs and play.    Based on what I’d heard about it from the Kickstarter page, and what I’d read in the rules when I’d first opened the games, it seemed pretty simple – points were earned by getting a pair of cards, and the person with the highest score lost.  So, going off of that, we figured we’d shuffle the cards (which turned into an ordeal, due to the fact that neither of us can properly shuffle a deck of cards without turning it into a game of 52 Pick-Up) and start a game!  I read off the rules while Ross and I took turns slowly shuffling the deck – and the rules ended up being a little less straightforward than we initially thought…

It took Ross and I a little while to put the rules in terms we could wrap our brains around...

It took Ross and I a little while to put the rules in terms we could wrap our brains around…

Gameplay, for Ross and I, went as follows: Whoever dealt took five cards from the deck and put them face-down to start the discard deck, as the rules suggested, and then the dealer passed out a card to each of us – whoever had the lowest card went first.  Then, we’d take turns drawing cards, hoping neither of us would end up with a pair – especially a high scoring pair.  (The deck is a pyramid deck – there’s one 1, two 2s, three 3s, and so on, making your chances of getting a high numbered card pretty large.)  When one of us ended up with a pair, that ended the round – we’d set aside a card from that pair to keep score, and the rest went into the discard pile.  We repeated that until one of us hit 31 points, the suggested “losing” score number that the rules gave us.

2015-01-25 12.29.24

A round in progress…

 

It was actually pretty fun – and once we figured out what we were doing, we enjoyed it.  I think we ended up playing three games – I lost twice, Ross lost once.  It didn’t help too much that Ross kept commenting on the artwork on the cards – it hinted at what cards he had, haha.  The artwork for the Commonwealth Deck (the one we played with), done by Shane Tyree, is absolutely gorgeous. While I wish the art focused on specific characters in the Kingkiller Chronicles, the game is mentioned to be played in the universe of the stories – and characters from the story seeing themselves on a card, well, that’d be rather odd.

Steve enjoyed the game, too. He thought it was tasty.

Steve enjoyed the game, too. He thought it was tasty.

Overall, it was a pretty fun game, and a good way to kill time.  I think it might have been even more fun with more people playing, but for Ross and I, it was pretty good too.  I might even bring this along with me if I’m going out to eat with a group of people, as a fun way of keeping everyone entertained while waiting for food.  If you want to learn more, visit the Pairs page on Cheapass Games’ website!

Well, killed some more time...

Well, killed some more time…

And it meant a half-hour’s worth of time not spent looking at the computer, anxiously waiting our turn for housing.  (At the time of this writing, I’ve got fourteen and a half minutes left – I hope hope hope there’s still room in the JW Marriott or even the Hampton Inn…)

61 Levels Later… (or, eight months with HabitRPG)

Started out as a lowly warrior, back in December...

Started out as a lowly warrior, back in December…

How many of you remember me posting about HabitRPG, the to-do and habit building site/app that turns your life into an epic adventure where you can earn experience for taking the dog for a walk?   Well, if you can’t quite remember it, here’s the post I wrote.

I’ll admit – when I first started using HabitRPG, I was thinking “oh, I know me, I won’t stick around for long.  I’ll use it diligently for a few weeks, and then stop.”  That’s usually how it goes with me – but not this time.  Oh, definitely not this time.

Logging in day after day, checking off my to-do list and daily habits and getting experience for them, well, the novelty did wear off after a little while.  But then I went on some quests.  I fought Vice and got some pretty impressive goodies such as a staff that makes my awesome Mage just that much awesomer.  I conquered The Spirit of Spring, The Hedgebeast, and Octothulu and earned quite an impressive menagerie of pets. And most recently, I banded together with all the citizens of Habitica to fight off the Dread Drag’on of Dilatory.  The quests are definitely one of the things that keep me coming back.

And I can play with friends, too.  There’s two ways to do this – you can have a party of people you go questing with, or you can create a guild and participate in challenges.  Either way is a great way to keep yourself coming back.  There were some days where I was feeling lazy, and didn’t really feel like logging in and marking my stuff off as done… but then I’d remember I was part of a quest with my party members, and if I didn’t log in, they’d take damage, and I didn’t want that to happen – which motivated me to get off my butt, get stuff done, and help fight off whatever boss we were tangling with at the moment.

From lowly warrior to epic Mage, with a Mantis Shrimp as my pet!

From lowly warrior to epic Mage, with a Mantis Shrimp as my pet!

Now it’s been around eight months since I got an account and started leveling up my little character.  And in those eight months, I’ve developed some good habits.  No snacking late at night.  Walking every day, and taking short walk breaks when I’m in the office all day.  Making sure I actually eat breakfast AND lunch each day.  Keeping hydrated by making sure I drink enough water.  My habits and daily tasks are constantly evolving, too.  When the end of August comes and classes start up again, I’ll likely be adding tasks to make sure I get my homework done.  And with the new house, there’ll be new chores too (I expect to be vacuuming a lot more often, given I’ll not only have carpeting pretty much everywhere, I’ll also have a cat!), and of course I’ll need to get into the habit of doing them regularly.  And I know HabitRPG will help me with that!

So, if you’re already on Habit, look up the guild The Crafty Nerds.  It’s the official guild of The Crafty Nerd (you’ll know you’re in the right place if you see Scooterlou as the guild leader, I mean, come on, who else would name their character after their old scooter but me), and I’d be happy to have you there!  And if you’re not, why not join up?  It’s free, it’s easy to get the hang of, and will definitely help you build some good habits.  Plus, the retro art style keeps things fun, and the wide variety of quests to do, pets to collect, and people to meet in the Tavern will keep you coming back.

HabitRPG: Where doing laundry gets you experience points!

One thing that I am horrible at is building new habits – and sticking to them.  Sure, I’ll wear my Fitbit for about a week, excited about all the data it provides to me about how far I’ve walked and how many times I woke up in the middle of the night, then forget it at home one day… and sure I’ll say “I’m going to read ALL THE BOOKS this year” and then, without fail, end up on the computer all weekend and watching Law and Order to fall asleep.  Or I’ll start a craft project, work on it for a few weeks, and then go “oooh I should start another Doctor Who scarf” and forget about whatever it was I was working on completely.

Well, HabitRPG sets out to change that.

habitrpgYes, that’s my little tiny character, clad in leather armor, brandishing a sword.  I need to keep up my good habits in order to earn a helm.

The premise is very simple – build habits and complete tasks, earn XP and gold pieces to spend on in-game goodies to keep you from losing too much health should you forget to complete a given task in a day, or to redeem for real-life privileges and treats.  When you log in for the first time, you’ll see four columns – Habits, Dailies, To Do, and Rewards.  You’ll also see a little pixel version of your character up in the left hand corner of the screen, which you can customize to your liking.  HabitRPG will suggest some habits and daily tasks for you, as well as suggest some possible rewards you can give to yourself – the first thing I did was set up some habits that I’m working on (like wearing my Fitbit every day, taking the stairs instead of the elevator, bringing my lunch to work) and also add some daily tasks I wanted to make sure I did every day (including reading a book for at least 30 minutes, and spending an hour away from the computer – which you might think is easy, but when you work in IT, your entire life is computers!).  To-do comes in handy as a reminder list that also earns me gold and XP – and the Rewards section is where you can go spend your gold.

habitrpg2

Don’t think that it’s just a cute way to remember to walk the dog and mail out the bills, however.  There are QUESTS.  (Or, as HabitRPG calls them, challenges.)  Yes, you can compete with/against other HabitRPG warriors for the potential to earn goodies while building good habits!  Which is pretty awesome.  And you can randomly get pets – I picked up a wolf egg when I checked off one of my dailies today. 😀

And so you don’t have to go it alone – you can create parties, join a guild, and more.  I’m currently going it alone, as there’s no easy way to share a link to a party so others can join, but if any of you readers join up, shoot me a comment on here or on the Facebook page with your User ID (which can be found either here or here, but you must be logged in) and I’ll add you to my party!

So, for those of you who have some trouble sticking to new habits, or just want to find a new way to make doing all that laundry exciting, give HabitRPG a try! I’m enjoying the heck out of it, and may have freaked out a little when I neglected my chores for a day and though “nooo, my little warrior is going to die if I don’t clean!”, heheh.

 

Tiny little review of a tiny little game: Love Letter

Last night, I had the opportunity to play a new game – it’s a short and sweet little game called Love Letter.  Michael and I played it while at dinner at the local Chinese buffet place – because why not have a little game with your dinner?

51Z6pBcHybLThe premise of Love Letter is simple – Princess Annette is pretty darn popular, and has quite a few suitors wanting to get a love letter to her.  However… she’s locked herself in a tower, and it’s your job to try and cozy up to the people closest to the princess in hopes of getting your letter to her.

61QKHd7QoBLThere’s a small deck of cards with various people from the castle, with different numbers on each card.  The number indicates how close that person is to the princess.  Each card also has a condition on it – for example, the Priest card makes it so another player has to show you their cards, and the Countess card has to be discarded if she’s caught with the King or the Prince in the same hand (scandalous!) – these conditions can make game play pretty interesting.

At the end of each round, whoever has the highest numbered card in their hand gets their letter to the princess, and they earn a token of her affection (which is a little tiny red cube).  Once a player earns enough tokens, they win the princess’s affection (and therefore the game).  The game can be played with 2-4 people, and the amount of tokens needed to win changes with the amount of people playing.  For two players, you need seven tokens to win.  It’s a pretty quick game to play, especially depending on what cards you end up with.

Michael and I managed to play through an entire game in a half hour – I was wiping the floor with him for a chunk of the game, as I kept getting lucky and getting the princess card (I mean, how much closer can you get to the princess when you’ve got the princess card?) – however, then Michael kept getting cards that made it that even once I’d gotten the princess card I’d have to discard it (and therefore lose the round, because the princess card’s condition? When discarded, you lose the round).  In the end, Michael swooped past me, captured the princess’s affections, and won.  I was so close, too – I was two tokens shy!

So, in short, this is a good little game to play if you’ve got a little bit of time to kill and want a small game to play – the entire game fits into a bag roughly the size of a dice bag, and doesn’t take terribly long to play.  It’s also pretty entertaining, too, and is pretty inexpensive to boot!  You can find it here on Amazon.

So, in short, The Crafty Nerd’s verdict?  Pretty darn awesome, and I suggest you give it a try!