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I didn't think I would be playing for as long as I have, but I found I love the building, designing and teraforming freedom that this game offers in late game.
I have settled my towns folk into a star fort and now planning my next mega build with the vehicles in mind for games and races.
that said i also made a second island for the tent life challenge (where i will not be building any shops)
There is a nice progression in this game from game directed play to self directed play.
I really don't think I would find this experience in any other game. (have many hours in star dew valley and minecraft)
forgot to mention the handgliders too, so fun to use.
I really appreciate the detailed post. When you talk about the NPCs in the game, are they more life like then you have seen in other games? I play a different game that is Pixel based but 3D, the name escapes me at the exact moment.
But the NPCs in that game are very one dimensional and lifeless, not to be rude to the dev. Basically, they ask you to make them a home. You can literally steal from other NPCs and build the house, dock, w/e to build another house. It is very lonely to play alone. I ended up just playing to catch bugs and tend to my cows.
This quote makes me really want to buy it, but it is still a chunk of money for us 😫 What an annoying problem to have. Do you think it is a game you fell in love with in like, an hour and a half or so? If I am correct, the return time is 2 hours, right? Still, very tempting!
This just makes me wish the men were voiced, (are they?) always makes me weak in the knees!
If you are looking for deep npc law here you will not find it. There is potential for this in the future, so will have to wait and see.
The NPCs do have individual personalities and do speak to their past lives before they move to the island. but there is not much out side of that. I don't often see them talk about each other and while they do seem to 'warm' up to you as you build relationship hearts with them the only purpose for this seems to be for unlocking recipes and receiving new items (clothing / furniture / decorations)
I also noticed that they often share similar dialogue and this only serves to make the player click through and ignore anything they may say that is different.
The townfolk do walk around and talk to eachother, they greet the player and wave and look at you and eachother as they walk around. This helps to make the town feel active.
The new update seems to have two new npcs and two new buildings and a possible season related town 'event' - this speaks a little to a development of NPC law.
For me I guess I appreciate the blank canvas to create my own stories for these characters. Though I would welcome more 'gossip' information between characters and get a feel for what each character thinks of other npcs. And any interactions between them that develop over time.
Regarding the Animal Crossing in a minecraft setting comment - i can see elements where this is true - but only in the sense that the island is much bigger then Animal crossing (but not endless as in minecraft) and with every licence unlocked you have full self directed game play ability / sandbox style of minecraft. Though the 'building' aspect is limited and not as free as minecraft. (world height limit and depth limit, water table set to one level and tiles or block do not defy gravity to create 'roof' structures. laying path blocks can act as a 'wall' but it's not uniform in pattern and can be difficult to work with if going for symmetrical look)
There are a lot of items to work with in Dinkum and some creative minds have push the limits of re imagining what these items can look like and represent. (eg a food silo becoming a light house)
However the npc interactions and relationships (npc to npc and npc to player) are not on par with animal crossing - but the potential is there for that to develop.
The NPCs have quite a bit of life to them, you're specifically meant to chat with them and improve your friendship. You can ask if they need help with anything and they can give you daily quests (like giving presents in Stardew Valley). The NPCs have dialogue boxes and that Animal Crossing indistinct yammering, they are 'voiced' but without actual dialogue and murmuring instead.
You can build a lot in the game, and exploration and building up the settlement really opens up as more characters visit and eventually stay after you've built them a building and chatted and made friends with them. It's a lot like Animal Crossing in that way, but the farming has a very Stardew Valley feel, it's similarly in-depth.
The only reason I did not check out YouTube stuff yet was that I did that with Subnautica before it was officially released, thinking it was still EA so it wouldn't matter, but I immediately found a video that seriously spoiled a huge part of the storyline.
I only watch trailers of games I am interested in now lol
I like the pacing of the progression and energy for the day is nicely limited, encouraging bite-sized play sessions.
This is not an EA game. This is a game developed by James Bendon, a sole creator. James (aka Dinkum Dev) is very responsive to the community. Apologies to Concerned Ape, but Dinkum has replaced Stardew Valley in my play list.