Recently I got my grubby paws on v1.43, the latest update as of Dec 2013, of Timber and Stone. It's a voxel graphics based indie game which can roughly be described as a cross between a Minecraft-type game and an RTS. Sounds good, yes? Check out the game's actual About page here: http://www.timberandstonegame.com/?page_id=13
The controls are pretty good - not much fumbling around, and the worst is probably stuff like unselecting/cancelling particular dig/mine/build orders. The graphics are serviceable - okay for voxels, nothing to write home about. The interface, however, could definitely use some work. For example, what resources and equipment you have are behind a button which is one of three main action buttons, instead of given a hotkey which allows you to easily toggle on/off the relevant info.
Similarly, picking an action from the buttons is a matter of trial and error, since the menus replace each other instead of cascade or otherwise indicate where you're nested at in them. Still, this is more of a nitpick than an actual problem, although it certainly doesn't help cement the stereotype of indie games as being lacking in the polish department.
No, my beef is actually with some design decisions of the developer. See, he instituted autosave-style saving, and he was quoted as saying something along the lines of "where's the challenge if you can simply load when things go wrong?" Strike one. First, he himself admitted the game's focused on singleplayer, and multi is, for now, just something on a "maybe someday" list. That said, why use this method of coercing players to play it your way, rather than theirs? It's a singleplayer game, let people play however the hell they feel like.
Not to mention the stupidity of doing this on a PC game - everybody knows all you have to do is just find out where these autosaves are made, and then make manual backups. Ta-da, we just circumvented his pain in the ass "system" using a trick so old it might as well not even be considered a trick, just common sense.
This "games must be hard" philosophy bleeds into another area, balance/difficulty. Apparently enemy spawns are determined by your "wealth", i.e. how many resources you've gathered. This is sheer folly, evidenced by the simple fact that even a newbie can bloat his wealth rating by mining and chopping trees, the easiest default actions, without any clue as to how to do anything else (the game's almost total lack of info certainly doesn't help here). Proof is all over the forums, where people are complaining getting ganked by hordes of monsters as early as day 1 before they had a chance to mount any kind of defence.
If you love roguelikes, are fine with dying repeatedly with little to no feedback to tell you what you did wrong, then you won't have any problems getting kicked in the nuts by this game. For everyone else, we were expected a sandbox - you know, as advertised, i.e. Minecraft meets RTS - but were punched in the gonads instead. Worse, you have clueless fanboys (sigh) defending this despite not knowing why we're complaining. We're not asking for a dumbed-down game, you cretins - we're asking for some balance to be put in.
The game's intensely about micromanagement - unlike RTS games, your workers here have to be handheld through most of their tasks. Okay, so maybe that was an exaggeration - they seem to be able to mine stuff, herd animals, and build by following blueprints pretty handily. But combat is a miserable failure. A decently-armored character can slog through 3 fights and survive, only to get oneshot in a different encounter. The more baffling thing is there's little to no feedback - you know, how you figure out what you did wrong and what to fix. Here it's more like "lol nope, bye noob", because the game immediately throws you back to the desktop after all your characters died - and due to the moronic autosave system it'll have saved that game over, meaning that particular playthrough is gone forever.
Meh, getting sleepy, it's midnight here, I'll write more on this later.
Sun 5/Jan/2014 Edit:
It's not all bad though, but it's definitely an unfinished game. If you're one of the few of us who got it early, there are some tips to make your life easier.
1. Play on the coastline - enemies can't walk over water, so all you have to do is isolate your tiny settlement by quickly digging out a trench on the exposed sides. Actually you can do this anywhere, but having a water border is great because you get to kill another bird with the same stone: fishing. Farming for food is too slow, while foraging exposes you to the risk of your isolated forager getting killed while unable to run due to being loaded down with the foodstuff he foraged. Fishing is OP, really.
2. The most popular mod on the forum is, ironically, one that prevents monsters from spawning. Check it out - make sure you got the correct version of the game btw, it's a .dll replacement (a simple 2-byte hack). This immediately turns the game into a much more pleasant sandbox, allowing you to figure things out at your own pace. Really nice trick. Plus you can always drop the original game .dll back in when you think your settlement is ready to start fending off monsters again.
Finally, as far as I can tell the devs do appear to be involved on their forums, and they've also recently started a development blog. Communication is always a good sign. Hop on and let them know what you think of the current progress.
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