And look, I get it.
Maybe this isexactlywhat you’re looking for.
Maybe youlovethe back-and-forth of fetch quests and treasure hunts across the petite Ambrosia.
As pretty as it is, the world of Ambrosia is curiously forgettable.
There is a fast-travel system, though.
That’s right - there’s a dynamic day/night cycle.
That’s the problem here.
While I appreciate these quality of life touches, they make much of Mythwrecked’s mechanics unnecessary.
Firstly, the fruit growseverywhere; all greedy gods need do is step outside and grab one, ffs.
I bought every item I could the moment they unlocked, andstilldidn’t run out.
And I finished the game with 350+ of the bloody things left over.
Collecting mementoes and completing favours is strikingly simplistic, too.
The more you play, though, the less engaging it all feels.
There are teeny steps Alex can’t (read: won’t) climb.
you’re able to’t change the size or font of your subtitles.
There are so many ways a little tweak here or there could have elevated the adventure.
The mosaics we uncover for Aphrodite - what if they were all different, perhaps telling their own stories?
What if the ghosts heard things as they roamed the island at night?
As it stands, the stuff you find is auto-magically added whether you want it or not.
You cannot remove or reposition anything.
it’s possible for you to’t change the colours or add your own little touch.
There’s absolutely no agency here, yet so much squandered opportunity.
A copy of Mythwrecked: Ambrosia Island was provided for review by publisher Whitethorn Games.