Review Game CrashLands android apk games
Crashlands is a survival adventure game that puts you on an alien planet called Woanope. As an inter-galactic truck driver named Flux Dabes, you are told to be stranded on this planet with a robotic assistant named Juicebox who always gives you a talk about how to survive in the wild and get back your lost cargas.
Crashlands is a top-down action RPG with lots of exploration and crafting. You play as Flux, an intergalactic delivery truck driver who has crash landed on an alien planet, and must find a way off so she can finish her deliveries. At first glance, it seems very similar to Klei’s whimsical survive-’em-up Do not Starve, but Crashlands is not trying to be a survival game. Instead of hunger and thirst bars, developer Butterscotch Shenanigans puts the focus on combat and quests. I spent most of my time doing missions for the grotesque but charming denizens of he world, helping them kill beasts, undermine demigods, or just go fishing.
Players will play as Flux Dabes, a courier between galaxies at work. That day, everything went well. Unexpectedly, bad things happen when Flux is delivering his last merchandise. Flux is attacked by an evil alien named Hewgodooko. The good news, Flux is alive. Only now he is stranded on a strange planet altogether. As a good courier, of course Flux does not forget its duty. He sought to reclaim his final package from the evil alien’s hands in various ways. Soo, Death is not something you need to discuss here, because on whatever level of difficulty you choose, this game gives you the option of respawn so you can continue the game without losing the progress of the story at all. Only, you will lose some resources that have been collected and you need to walk to your tombstone location to take it back.
Woanope himself is not a planet that can instantly accept your presence with open arms. With three types of environments positioned on a very large world map, Butterscotch Shenanigans not only presents a world of interest to explore, but also fills it with alien populations and different natural resources.
As Flux, players will always be accompanied by an advanced robot named Juicebox. Juicebox will help Flux in all situations. As Flux explores the planet, Juicebox is next to it as a guide. When Flux is interacting with local aliens, Juicebox will be a faithful assistant by providing new ideas for Flux. Juicebox will also be a tutorial for players, to understand what to do next.
Flux is stranded on a planet completely alien to it, therefore players will meet with many alien alien as well. Some aliens are small enough that its presence does not bother much. Some aliens are even small enough to be accidentally trampled by Flux.
Here you can find alien beings, ranging from those who can be invited to fellowship like the Tendraam and Brubus aliens, to “wild animals” like Wompit, Womjack, then Throak who will attack you instantly if you disturb them. However, some other aliens have approximately the same size as Flux, or even much larger than that. This alien should be dangerous enough if the players are close enough to them. They do not even hesitate to attack if they begin to feel the danger of the characters.
Graphics in this game is made pretty well. Character is drawn quite funny and colorful, his world made in harmony with the characters in it. Different movements on every alien I encounter are also quite interesting.
The music on the adventure game is usually boring enough to be heard on an ongoing basis, even being well noticed on the Crashlands. The music is still fun to be heard over and over during my playing. This makes the players who play for many hours do not feel bored quickly.
Interaction with the NPC is unique. They will sometimes throw a few jokes while delivering a mission. This is even done by the character’s main enemy. Quite interesting to me personally, because then, I feel more enjoying the story that actually cliche becomes more interesting.
Due to his very big world, the presence of mini map would be very helpful. For almost two hours more I played Crashlands, not enough to open 50% of the entire territory. Unfortunately, there is no mini map here. You must give a mark on the map, so that a compass will show you which direction your character has to walk. It’s a little help, but sometimes the road passed by the river-and because Flux can not swim-then you have to circle the rivers, making the compass less helpful. Large maps do exist, but to access them, players have to tap on the menu, which I think is less practical to do over and over again.
CrashLands game features:
Survival game tropes like crafting and resource collection are still here, but they’ve been simplified. Most noticeably, there’s no inventory management. You can pick up as much junk as you want and it sorts itself, becoming instantly available when you approach a crafting station. This is the first major design choice influenced by the mobile platform, and it’s a great one. Not having to worry about picking up too many sticks or flowers was a relief, as Crashlands asked me to grow my strength instead of scavenge to survive. Many hard-to-find materials could be needed later, and always being able to pick them up meant I was never punished with inventory busywork to enjoy the discovery. An infinite inventory also allows for even better changes to the formula, like automatically picking up drops from killed enemies.
1. Quick Travel
Fortunately for players not to feel saturated doing activities to and fro aka backtracking in the world of Crashlands is quite extensive, Butterscotch Shenanigans has Quick Travel feature that you can access easily through the map menu.
Quick Travel can only be used if you have found a useful teleportation point into your map checkpoint. With this, death becomes one thing that is not too questionable because you can respawn at home base and teleport to the closest place to the location of your corpse earlier.
2. Kill, craft, repeat.
Without checking my pockets every two minutes I could focus more on the combat, which is one of the best parts of Crashlands. Clicking is used to both move and attack, with up to four items (healing potions, grenades, stunning items, and so on) assigned to the keyboard. While enemies charge up attacks, a red indicator appears on the ground and you can avoid damage by getting out of the way. So I’m dancing around telegraphed attacks, relying on my ability to micro my rapid clicking in order to deal damage while staying safe. It feels closer to MOBA combat than Minecraft, and my fights often spiraled wildly out of control as my dodging accidentally aggro’d more creatures, each type with its own movement and attack pattern. Crashlands’ boss fights are also some of its best moments, throwing combinations of attack patterns at you it’s a real challenge to dodge fireballs, punching fists, and AoE attacks while still finding time to actually deal damage.
Combat is done very simply, the player should only tap the aliens who want to be attacked, to make Flux attack the intended target until the alien is dead.
The ability when the combat itself will vary, according to how you play. This makes Crashlands quite easy to play, but still requires a strategy. Some big aliens can not be wiped out with just one hit. They will try to strike back the players, and if you guys are off guard, you will die within two-three hours. So, thinking of strategies to attack is important.
While the combat and the inventory management benefits from their mobile influence, the crafting system and the pacing of the game definitely do not. It was not long before I figured out the grindy framework hidden underneath Crashlands’ charming exterior: Get a new crafting station. Make new armor, a new weapon, and a new tool. Use your new tool to collect a resource you could not before. Use the new resource to make a new crafting station. Rinse and repeat.
4. In order to make your adventure atmosphere more interesting, Crashlands also features day and night changes that affect the lighting factor and the aggressive monster around you. Some monsters even some that only appear in the night before. This prompts you to do a special hunt at night, where the challenges you face will be greater than ever.
5. In addition to the row of shortcut keys to access items instantly, we can also see the direction of enemy attack through red indicator shown opponent. The combination of a beautiful control scheme with this tactical action gameplay makes survival in the Crashlands feel more exciting than similar games.
Speaking of crafting elements, here we are given an almost unlimited inventory space to hold all the resources that have been collected. It gives us the freedom to do resource gathering activities without the need for anxiety to go back to headquarters.
6. Random Equipment
Random equipment based on the results of crafting, where each piece of shirt and weapon that we make will be given random attributes. Just like Diablo, the acquisition of the attributes of each equipment is then divided according to the name of the quality of the weapon and what color appears in the name.
Deficiency: There’s very little variation from this structure. Worse, it felt like Crashlands assumed I would be playing in short bursts rather than multiple hours at a time, because I seemed to reach a new tier of crafting bench roughly every hour or so. So if I sat down and played Crashlands for two hours, chances are the armor and weapons I began with would be obsolete twice over by the time I stopped. I could see that not being a problem if I were playing Crashlands for 20 minutes on the train to work each day, but my actions began to feel hollow when I knew the items I was working for would quickly become trash.
But the main reason this constant churn of item upgrades feels daunting is that there’s basically no player choice involved. The level eight weapon was pretty much always a better option than the level seven weapon. Every piece of equipment is imbued with random buffs like a chance to stun or resistance to certain types of attacks my personal favorites were the damage-over-time effects but the benefits were negligible compared to the guaranteed DPS and health increase with each new level, so those extra abilities did nothing to influence my decision to upgrade. There were no choices that might differentiate my playstyle from anyone else who would pick up the game there’s only ever one choice: better or worse. It was still satisfying to feel myself getting stronger going back to early areas and one-shotting Wompits felt like popping a fresh sheet of bubble-wrap but I wish there’d been some branching paths in that growth.
I can not say much about this game, so do not have much to think again, let’s play 🙂