

I uninstalled the game as soon as I reached the city in the prologue. First, switching between the devourer and the mage was insanely annoying. Second, I almost uninstalled the game when I couldn’t deal any damage to the shielded spider. At the last second before pressing Alt+F4, I received a hint from the game itself: I needed to remove the shield by switching into devourer mode and then finish off the spider by switching back to character mode. Why? Why is it supposed to be fun? And there were two more slots for additional characters. It’s like playing Diablo with all builds in one single playthrough. Third, and here’s where I finally pressed Alt+F4 and uninstalled the game, the city (and the whole world, as I saw on loading screens) was designed completely with Middle East aesthetics — clothing, buildings, mosques, minarets, praying songs, etc. I see all this on tv and the internet every day, and I definitely don’t want to see it in a fantasy world. It’s just boring, trivial, and completely non-immersive

I’m really into these meditative fantasy games because they fill the gap between my sessions of triple A fantasy titles. Tavern Master is an ideal game for unwinding, but it has a significant flaw: the lack of attention to detail. When the activity is minimal and all you do is gaze at screen, the minor imperfections become quite irritating. For me, it was: The ambiance is severely lacking. Where are the sounds of the encircling forest, the nearby river, or the tavern walls creaking, crowd hum (crowd hum, not distinctive annoying repetitive lines)? The tavern is roadside. So, where are the road sounds: the clatter of hooves, the rumble of passing carts? In the past, games lacked ambiance due to hardware limitations. Now, it seems like sheer laziness and a disregard for detail. You can find all sorts of free sounds on freesound org. The ability to view the entire map from a low angle is a fantastic feature for me. You can angle the camera down to the ground, pan over to a table, and it feels like you’re sitting right there in the tavern. However, this also exposes the poorly designed map. First off, a simple skybox with images of mountains, forests, and castles would greatly enhance the game’s visual appeal. Just five background images would do wonders. Also, the proportions of the road, trees, and distant castle need to match those of the people and taverns; they’re currently too small. The developers’ reasons for this size discrepancy are unclear to me. The road by the tavern is far too narrow—it’s a main road after all, not a forest trail. Adding more decorations to the map would be excellent. As it stands, the map looks more like a student’s project to learn Unity rather than the work of professional artists. For a game that’s all about the meditation, the developers’ indifference to the audio and visual details is baffling. I’m hoping for improvements in the next update.