Sights & Sounds o-|-< [*] PC Game development in the 80s seems wild. Imagine having an idea for a game so complex that you couldn't find sufficient memory to display a bitmap. In some cases like this (or simply because it looked kinda cool), devs resorted to using ASCII art to build their worlds [*] Stone Story RPC brings that idea into the modern age—sans the memory limitations, of course [*] What you're left with is the most pared down visual display that you can possibly imagine. Sure, titles like Return of the Obra Dinn , Critters For Sale , and World of Horror may seem aggressively minimalist in their 1-bit presentation, but Stone Story carves away even more complexity by rendering its cursed lands using only a limited character set [*] The one bit of complexity that I noticed is the automatic scaling of the font based on the size of the window. Being an idle game, you'll probably be running this in the background or on another monitor, so it's interesting that you can tuck it in a tiny box in the corner and let it keep playing itself while still being able to glance at it from time to time [*] From the tinkling ethereal piano of the main theme to the angry percussion of the boss fight themes, the MIDI soundtrack is something that you'll want to tune into from time to time. Ironic that a game that is most efficiently played by not attending to it should have a soundtrack this good Story & Vibes o->-< [*] The main plot of Stone Story RPG is only a little more complex than its visuals. You follow the tale of a little stick man known as a "Stonehead". You inch your way forward through a barren wasteland, collecting a few pieces of gear as you go. This is an RPG, after all [*] You eventually find a nice rocky outcropping where you can assemble a primitive shelter and, using the items you've been amassing, build some basic amenities to help you craft more useful tools [*] You encounter a friendly but intimidating being called Dyangelos, who asks you to explore the world and collect 10 stones possessing incredible powers [*] The simple world is a cruel one. Continual exploration reveals new areas to explore and plunder, but these locales are populated by bats, spiders, ghosts, skeletons, and other fiends that want to bring your journey to an end. Some of them even get pretty big and intimidating... [*] Should you be able to slay one of these foes, you'll find them carrying a stone of game-altering power known as a Soulstone. I'll talk a little bit about them in the gameplay section below, but these allow you to do things like record enemy data (HP, attack power, name, etc.), unlock the level up system, or even begin writing your own scripts to autoplay the game without your intervention [*] What happens when you assemble the stones? Well, I won't spoil the narrative, but you essentially unlock the final boss battle in the map you began at and, if victorious, a "cyan world" akin to NG+ in other titles [*] The main plot isn't all you do, fortunately. There's a series of progressively unlocked daily missions that invite you to do favors for NPCs that you meet. These drop a little lore and add some dimension to the world [*] Given the minimilist presentation, dreamlike soundtrack, and idle gameplay, the vibes are chill as far as the eye can see. Even failure barely represents a setback. Just come back with better gear and loot the last guy's corpse. As you may have ascertained, this game has a pretty wry sense of humor Playability & Replayability o->8-< [*] Confession: I do not like idle games. I don't find really find number incrementing simulators to be a worthwhile use of the limited time I have to play games. So its fair to ask: what in the description seemed appealing about this one? [*] I think it's the fact that you're not just trying to make more money or cookies or whatever. There's an actual game with a story, characters, and objectives [*] What's more appealing, though, is the way in which you progressively unlock the game and new gameplay funcitonality as you advance through the game and defeat bosses. Remember those Soulstones I mentioned? Those are used as a way of turning what's initially a very simple idle game into a more complex autobattling RPG [*] Take, for example, the third Soulstone you unlock: the Experience Stone. Up until this point of the game, you're stuck with your starting HP. Earning this stone permits you to finally level up and begin facing some additional challenges. You'll also unlock other traditional RPG mechanics such as currencty (Ki Stone) and sidequests (Quest Stone) with other ones [*] Other Soulstones lack the same game-altering abilities, instead offering utility like experience boosts, healing, or screen-wiping attacks [*] The most powerful of these is by far is the penultimate Soulstone called the mindstone. This unlocks a sort of miniature development console that you can script around in using a language called StoneScript. Don't worry if you lack programming experience; StoneScript is about as simple as scripting languages get [*] The most obvious use of this utility is automating your stonehead's actions to do things like switch gear based on enemy type, heal when below an HP threshhold, loop levels, or craft items when you acquire enough of a resource [*] Some people have gotten especially creative with this tool, creating entirely new campaigns and scenarios. Wanna try them? SoulScript has a library functionality that allows you to import those creations into your game. Wanna share your work? You can upload yours too [*] Soulstones aren't the only way of altering your game. As you explore, you'll come across various bits of important gear. Some is used for more efficiently gathering resources like stone or wood, while others help you reach new areas. The most useful of these is the utility belt, which permits you to store and swap between full gear loadouts at any time using the numkey row [*] So, with all of these unique mechanics, near-infinite NG+ replayability, and even dev-operated community events, this has to be a game worth going back to often, right? Well, that still all depends on how much you like idle games. For my own part, I had my fun and eventually removed it from my startup apps list Overall Impressions & Performance o \|/ / \ [*] In a way, it's poetic. Few games put the creative process in the player's hands like this. Being handed the reins to a barebones console, a basic scripting language, a simple set of characters, and a CMYK color scheme, you're able to take part in the creative process. The only limits are your imagination and the number of characters you can fit on the screen [*] Stone Story RPG may be the most intriguing idle game I've tried, but at the end of the day, it's still an idle game. It's hard to have any actual fun with a game you don't actively participate in. Oh, sure, it's very interesting, but once the novelty wears off, you'll feel your motivation to keep playing slip [*] The toughest pill to swallow is the price point. Given the market for idle games and how much they typically cost, $30 USD is a difficult value proposition to square. Yes, I like to support indie devs, but I think this game could have found a wider audience and earned a bit more despite its niche status if they'd set their expectations where other devs traditionally have in this genre space Final Verdict 6.5 /10. Idle game fans, programmers, and creatives will likely find a lot to cherish in a game like this and rate it more highly. For my own part, I had a good time and reveled in the novelty, but ultimately lost interest not long after unlocking the cyan world. Wait for a sale, but the initial high price point may mean that it'll be a while before this hits your range
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