Popularized by titles like Derek Yu’s Spelunky and Edmund McMillen’s The Binding of Isaac, the rouge-lite genre adapted the randomized events and endless possibilities of older, more hardcore roguelike titles — so-called due to their similarities to the seminal 1980 classic Rouge — and combined them with modernized visuals and a more approachable nature. Ink Stains Games, the developers behind the Hotline Miami-esque 12 Is Better Than 6, hope to deliver that same just-one-more-run experience without sacrificing some of the more in-depth components seen in the original rogue-lites. Yet despite Stoneshard showing some+♛ potential, it’s a bit cumbersome and oddly-balanced to recommend in its current Early Accessꦚ state.
Strong Beginnings
Strangely enough, Stoneshard’s introductory levels are perhaps its most enjoyable. Players begin as a ca⛎ptured mercenary desperate to rescue his crew and escape with the titular stoneshard, a mysterious artifact of unknown power. Players are first brought to gri♑ps with the controls by undoing chains, collecting a lockpicking kit, and battling against an inattentive cultist.
Most immediately noticeable in these introductory moments is the game’s fantastic pixel art. Sprites are well-crafted and detailed, and they stand head and shoulders over the often blocky, rough-hewn renderings seen in similar titles. Those who couldn’t stop marveling at the visual impact of games like Stardew Valley or Blasphemous will be more than satisfied with Stoneshard, and, even in an era in which indie developers seem to be particularly infatuated with retro console aest🅰hetics, Ink Stain Games’ efforts stilꦆl stand out.
Combat And Complexities
Though the game’s visual direction may be fantastic, the actual moment-to-moment gameplay may be a turnoff to those who haven’t cut their teeth on older RPGs like Baldur’s Gate or Diablo II. In its attempt to pay homage to the clunky caveats associated with games of that era, Stoneshard features an inventory management system taken directly from the aforementioned Blizzard title and features point-and-click combat akin t📖o just about every role-playing game released before 2000. The overall effect, though charming to some, is definitely more than a little tedious, and, while many will appreciate the detail-rich mechanics of hunger and thirst meters, individual limb health, and pages upon pages of skill trees to navigate, it initially feels just a bit more frustrating than it should.
Oddly enough, the combat, unlike many of the game’s other systems, feels far too shallow. Most encounters involve simply clicking an enemy to death, and, though there some strategy to be had when it comes to the use of certain spells and abilities and their requisite regeneration periods and energy costs, most battles devolve into either repetitive segments of mashing RMB or annoying — though admittedly tense — instances of running for cover as you wait for a specific spell to become available. It’s by no means an out-and-out bad set of mechanics, but, like most things in Stoneshard, it can grow to be a little monotonous.
The tutorial culminates in a boss fight that is arguably, in this early stage of development, the best thing about the game at the moment. A two-phase battle to save the protagonist’s companions from an evil cult leader, it’s designed well an♋d suits the combat mechanics perfectly. Unfortunately, once it’s over, the player is forced to relinquish control of the character a𝓰nd begin anew as another mercenary in a nearby town.
A Rock That Needs Polishing
At this point, Stoneshard becomes less of an unpolished gem and more of a poorly cut piece of cubic zirconia. A tired analogy perhaps, but, after leaving that memorable boss battle, the game’s flaws really begin to manifest. For starters, Stoneshard takes its roguelike persona far too seriously, often blocking the road forward with randomized enemies that are far too difficult to either battle or escape. At this point, making progress necessita♉tes extremely slow and deliberate actions, decimating the pace of the game and turning nearly every action into a chore.
The game is also unbearably stingy when it comes to saving; at launch, it could only be done after paying thirty gold and sleeping in a bed at an inn, w💛hich made frequent saving unviable and meant progression boiled down to a mix of extremely cautious play and a hearty dose of luck. The developers have since made it possible to save in brigand camps, though that doesn’t totally alleviate the issue.
Still, encumbered as it is with tedium and tribulation, Stoneshard’s solid foundation is plain to see. It’s in a rough state at the moment, but the developer seems eager to shape the title into something truly worthwhile in the coming months. While it may be a bit too early to jump in, fifteen dollars feels like an incredibly fair asking pꦰrice, and, warts and all, gamers who still harbor nostalgia for early CRPGs should have a good time with this one.