- June 5, 2018
- Ink Stains Games
- 5h median play time
Stoneshard: Prologue
Platforms
About
Stoneshard: Prologue is a demo to Stoneshard, an open-world roguelike RPG currently in development.Key features: Familiarize yourself with the basic mechanics of the main game. Learn the backstory of one of Stoneshard's main characters, Verren. Explore the dark catacombs of the abandoned abbey. Try out a variety of skill trees, from two-handed sword and bows to pyromancy and geomancy. S…
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- Engaging and challenging gameplay with a deep tactical combat system.
- Atmospheric pixel art graphics and good voice acting enhance the experience.
- Unique mechanics for managing character's health, injuries, and status effects add depth.
- Lack of save points or checkpoints makes progress frustrating after dying.
- Randomized loot and enemy encounters can lead to unfair situations.
- Clunky controls and inventory management detract from the overall experience.
gameplay
286 mentions Positive Neutral NegativeThe gameplay of the game is characterized by a mix of engaging mechanics and overwhelming complexity, with many players noting that the abundance of systems—such as hunger, thirst, and various status effects—can detract from the overall experience. While the turn-based combat and survival elements are praised for their depth and challenge, the lack of a save mechanic and some clunky controls have led to frustration among players. Overall, the game offers a unique blend of old-school RPG elements and modern mechanics, but it requires careful navigation of its intricate systems to fully enjoy the experience.
“Set in a gritty, low-fantasy medieval realm, the game offers a taste of its brutal combat system and unforgiving survival mechanics.”
“The prologue showcases the game's core mechanics, including inventory management, skill trees, and a unique pain/injury system.”
“The gameplay is streamlined because the flow of combat is heavily dictated by the more realistic setting — more specifically, the fact that everyone is limited to taking one action per turn (which includes moving).”
“There are a few good ideas here and there, and overall it could be a great game, but the developers tried to achieve a higher level of micromanagement or engagement with the game, and ended up adding too many game mechanics, systems, and sub-systems that only increase the complexity of the game without adding anything to the gameplay itself.”
“In my opinion, the game suffers from far too many statuses and mechanics. Not only do you have to deal with equipment, combat, and strategy, but you also have to manage hunger, thirst, wounds, debuffs, etc. These extra mechanics dilute the strengths of the gameplay, leaving the management of hunger and thirst a chore and punishing you for it if you forget.”
“The main issue for me is that the gameplay—more specifically the combat—is poorly explained.”