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Greedy Grub

For: iPad   Also on: Android, iPhone

Hungry for more?

Product: Greedy Grub | Publisher: Pixowl | Format: iPad | Genre: Multiplayer | Players: 1 | Version: Europe
 
Greedy Grub iPad, thumbnail 1
Free-to-play is often a misnomer: many games of this type ask you to pay to continue playing, and are only actually free if you're prepared to wait.

That's fine in itself - many F2P players have several games on the go that they periodically check in with, so waiting isn't an issue - but the trick is to give players plenty to do when they are playing, and to balance the in-game currencies to keep waiting to a comparative minimum.

Sadly, it's a balance Greedy Grub gets entirely wrong.

Animal magic

It's a pity, as this gentle, bucolic life sim creates a very positive first impression, thanks to an attractive cartoon art style which sees a series of charmingly rotund woodland creatures gliding between the beautifully drawn buildings and trees you've placed.

These are friends of the eponymous newborn, who fell from a tree at birth as his mother was dragged off by a hungry bird. He's immediately asked to forget this traumatic experience and to turn the forest into a thriving economy, planting fruit trees whose contents yield Pips, the game's main currency.

The Pips can be spent on a number of buildings, from a laboratory that allows you to craft new items to a toy shop that holds rubber ducks and Rubik's cubes.

Meanwhile, rarely occurring Azurite gems must be used to feed the creepy (but powerful) Eye-Tree who has the power to expand the forest.

It'll cost you

The trouble is, these buildings are extortionately expensive - I had to buy two generous helpings of Pips just to make reasonable progress for the sake of this review, and even then, they ran out alarmingly quickly. A barrel of Azurites was emptied with equal speed.

IAPs explained
Greedy Grub has two in-game currencies. The first is Pips, which you can buy in bundles ranging from 35,000 to 2 million for between £1.49 / $1.99 and £47.99 / $69.99. Azurites come in at a similar cost, but for smaller numbers - you get 20 in the cheapest bundle and 500 in the most expensive.

After the first few shops, new buildings tend to cost in the tens of thousands of Pips, or between five and 24 Azurites. The latter are extremely hard to come by, but you can earn a decent number of Pips in particular from a Super Lemon Tree, which gives you 200 Pips every eight minutes.

Then again, it costs you a hefty sum to upgrade from a regular tree, so you may want to invest in at least a 75,000 Pip bundle at £2.49 / $3.99.
That wouldn't be so bad if the missions you were set weren't timed. On the fourth day of playing I was asked to place a decorative item costing a number of Pips I couldn't possibly have reached without spending real money.

In between these events you're given little to do but busywork, sending Grub to munch weeds in the hope that they might hide a rare Azurite instead of a measly two Pips, to water your trees, and to eat the fruit they leave behind.

Leave the game alone for several hours, and you're bombarded with push notifications for every minor in-game event. Venture back into the forest and you'll bump into a blue bird that will constantly appear to cajole you into tweeting about the game until you eventually give in.

Time out

My best advice is to ignore everything else and try to progress at your own speed. Turn off push notifications and check in when it suits you. Suddenly, it's a less pressured, more relaxing experience that's much more in keeping with the peaceful aesthetic, albeit one that moves at a snail's pace.

Even so, it's hard to see why anyone would really want to continue given that each 'reward' tends to mean more work - and more waiting - on the player's part. The sense of achievement at having reached a new level is always undermined by the length of time (or cost) of getting there.
 
Greedy Grub
Reviewer photo
Chris Schilling | 29 May 2013
It looks lovely, but sadly Greedy Grub is as avaricious as its title suggests. Only the very patient - or wealthy - should bother
 
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Joined:
Apr 2013
Post count:
125
Josh Dombro | 02:07 - 31 May 2013
@Pixowl I don't know what my username is, but I'd guess it's either JoshDombro or Jdombro? I didn't mean to bash the game, I think it's fun and really did add things to the city-builder genre. I stopped playing because after some excitement at the beginning, it ended up feeling like most of the others I've played (specifically, it felt a little too centered on IAP). Just my thoughts, definitely a neat game, and I love the art and moving style. More than anything I really appreciate the developers taking the time to respond to comments like this, so thanks for that.
Joined:
May 2013
Post count:
1
@Pixowl | 19:59 - 30 May 2013
@ChrisSchilling, thank you for your review!

We are aware of some issues, you've correctly mentionned them here.
We're working hard on an update to address each one of them. We have already pushed several changes since last week on the rewards and timings in the gameplay.

@josh.dombro, ze will let you know. What your username BTW?
Joined:
Apr 2013
Post count:
125
Josh Dombro | 20:11 - 29 May 2013
I had high hopes for this game and a few things really seemed different than the typically town builder/waiting game. The visuals are great and the character interaction is fluid and fun, compared to so many others like it. But you're absolutely right, the waiting times and costs are out of control and I quickly gave up on this game. I'm curious if anyone's brought this to their attention (or if they care), and if they plan on making an update any time soon to address it. Please update if they do, great review, Chris.
 
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