These are purchased with gold, which can be obtained through personally mining it, but is most efficiently produced through building windmills. The other way for players to customize their build is through the two kinds of wearable items, hats and accessories. Because of their mutual exclusivity (opting to build turrets locks the player out of building healing pads, castle walls, or healing with cheese, for instance), there's a wide variety of ways to build one's character, assuming the player survives long enough to take advantage of them. It could a be the ability to craft a new weapon type, like spear or a repeater crossbow, or a new structure like a stone wall or a poison spike trap, or even to cook a new food type that provides faster healing. Upon advancing to a new age, the player gets to choose one out of several mutually exclusive upgrades. For instance, mining resources (food, wood and stone) both raises their amount in player's inventory, but also pushes up their progress bar towards the next "age" of development. Instead, the focus is on the player-vs-player action, and the tech trees and customisation exist mainly to support it. Unlike most survival games, the player is not expected to constantly keep track of their food, drink, exposure, etc. MooMoo.io is a 2D, action-oriented take on the prehistoric survival games, developed by Sidney de Vries and his brother Vincent de Vries, who created many.
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