Trading has been a staple of the Pokémon franchise since its inception. After improvements with each generation of games, the UX of trading took a nose dive with the latest installments.
This time I compare the game design of Stardew Valley and Graveyard Keeper, and discuss why design decisions need to be supported by surrounding gameplay elements.
In this post I take a look at how the discrepancy between the game’s fast-paced combat system and the resource management end up feeling disjointed, and I try to come up with a solution.