Schedule 1 is about to work. Lifting soil bags from the hardware store, watering plants, restoring back shelf, trying to end delivery and failing – occasionally keeping abrasive with dusk, being an amateur drug dealer is like any other customer service job.
It is so serious that I expected that Schedule 1 will get a chance to be bored for the fifteenth time when I imposed a bulk order of plastic bags in my bad apartment, but like the latest tension of the grass called “Marriage Ass”, the drug is now overwhelmed by the drug.
Get this success in many smart design selection of developer TVG-its permanent sense of development, clock work open world, expression role, supply/demand loop, one day a co-cooperative support-but I calculate that the secret sauce of Schedule 1 is a crafting system.
In a simulator, my buzz does not kill faster than when the menus is mostly “imitation”. Schedule 1 is the opposite of total. At every stage of the drug preparation process, it is from dead drops, mounting plants, cultivating your good herbs and taking it into the product. This is a busy job, but when you turn them into a minaghemis, it doesn’t feel like work work.
Are dusting soil? This is a miniom.
Seed seeds? Separate Moneygim.
Water plant? Another Moneygim.
Plants snatching? Moneygim.
Increasing the product? Moneygim.
This is significantly included. And once I have tied my herbs, I still have to make a list of the products, fix the price, and find users who want it. If I do it, and they start looking for me, consumer satisfaction becomes their own money to balance the drug -dealing schedules. I don’t know that I have ever played a game of farming that makes me jump in more hips to make money.
It is strange to say about illegal goods, but when I’m passing for a stack of “Og Kosh” I give me a small sense of pride when a regular hit me for more nine bags, and there is a permanent trouble that I am reducing my product.
Now it is doubled that I have begun to create new tensions with the mixing station. Mixing has taken another step in the manufacturing process, which combines me with random nasty buds from the corner shop, such as cola, pancakers, or mouthwash. My masterpiece, “Sexy Short” has donuts in it.
The mixing station can be my least favorite Moneygam because you’re just throwing things in a blender and hitting the button, but when I try to grip multiple items at the same time and get something slippery with my hand, there is a little stress.
But my new favorite toy is upgraded packaging station in my Ramshak Drug Dean. It is a beautiful piece of tech with a central rotary that accelerates the bagging process. I like it is faster, but the real draw is the new manigam that replaces the old packaging task. Now it’s about time.
It is worth repeating that it is difficult to pull. Where most of the games with extensive craftsmanship prefer to focus on the results and leave this process, Schedule 1 plays a little dose of simulation everywhere. Skilled, deep sports design.
So far, I have been a man’s grass factory. But now that I have found a dealer on the payroll and the request is how fast I can make good things, the next step is to grow, cultivate and hire package equipment for me. I am not sure that if most of these works are automatic, the game will maintain the same charm, but I think this is another way that Schedule 1 is a valid simulator. You enter the game’s love, but you continue to spread for one day, you have gone to the corporate.