Why I gave up after 30 minutes. – Mutazione Review

Sigh. After being traumatized by pixel-hunting misses in Lucas Arts adventures of the 90's(which I loved nonetheless), I was thrilled when developers got the memo that players wanted hotspot indicators available in some fashion. The developers of Mutazione apparently didn't get the memo. If they were understandably concerned about interfering with the art, they could have made a press and hold to highlight feature. The way hotspots work is that they automatically popup when you walk past them. The problem is that many have a very fine margin of activation so I often found myself running around tapping near a hotspot I just walked by ten times to reactivate it. This problem is compounded by the fact that while the game is 2D in art design, you navigate in 3D. This means it's super easy to miss a path because you had no idea to tap down or up. Since there are so many things that look actionable that aren't, and many things that don't look actionable but are, I found myself tapping all over the screen 50 times for each area. The area exits aren't remotely clear so it would be easy to miss an entire area if you don't pixel hunt. The requirements to do this are in direct conflict with the supposed relaxing nature of the game. Oh and the map is of no help. There are too many good games out there to bother fighting a UI for a game that might be decent beneath it. It drives me nuts when developers miss such an obvious design problem.
Review by Mgddpub on Mutazione.

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