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world gen spoiler below.
the cobblestone road always connects 2 important areas on each far end
I've played ~10 hours recently, have gotten to day 23 at the latest. I've probably burned through 5 or 6 worlds by now, dying each time. Sometimes it was deserved, sometimes it was BS; Wilson auto-targets the wrong enemy, I happen to be 2 steps away from the fire as night falls (when arriving at my base), I walk just a step too close to an eye bulb thing, etc.
I'm new to the game, I've got my steam hours and a handful from IOS, so the whole experience is pretty fresh. I've not read the wiki much, and know nothing about the late game or the DLC's aside from their themes.
My record, and incidentally the world that I have, is day 48. I wanted to start up a new world for a fresh start, but now I'm considering just putting Don't Starve down, for a while if not permanently. I understand that the permadeath aspect is a core feature of the game, really. But I cannot for the life of me find any reason or incentive to keep playing when I'm forced to do the same monotonous tasks over and over again because I die once or twice early on in a world. It's a real grind, and the fact that I don't actually discover anything exciting or new about the game is a gigantic turnoff. All I want is a way to make progress without dying. I can't experiment or explore much of the world or features of the game either because doing so results in dying or taking a serious beating. The game is grueling and very punishing, forcing you to rely on external sources to actually learn about different monsters, recipes, crafting, and items. For example, I went down a hole into the cave systems and went to collect a light bulb, I'd only seen this thing once before so I wanted to collect it to see what it did. Suddenly the giant swamp spike monster rises out of the ground and beats the hell out of me, reducing my health drastically. Needless to say I didn't bother trying to get the bulb and ended up going back up to the surface in defeat.
The irony here is that I wouldn't mind dying- if I could get to say, day 35 or 40. But I'm not able to, so I end up starting up a new game and grinding to get to the same point over and over again. Assuming I find a touch stone, it protects me from death... once... It's obviously a nice cushion, but dying for a second time reverts that progress anyways. So what was the point? I might as well have died that first time and not bothered progressing further. I wish there was a springboard to start from, or a way to begin at the end of the day. This is the end of my unfortunate rant, I just can't find any fun in spending 10 hours doing the same thing over and over again without progressing in the game. The permadeath aspect doesn't work here. In other games you purchase upgrades, new characters, etc. for your next game. You get better and further with every playthrough. Not here though. I don't want to try other characters until I finish the game once and even then I'm not sure the gameplay would change all that much. I'm up to try the game again or resume the 48 day world but i'm afraid of dying there as well. Sorry for the walls of text, or any unfortunate word choice or grammar, this was written in one shot.
The game is designed in a way to encourage you to try new characters as you are still learning the game. Certain characters that unlocked earlier on have things that appeal more to newer players and help them learn what to do. For example, a lot of players struggle with light at night. This is why Willow is ublocked earlier on, as she has an infinite duribility lighter.
It's understandable if the beginning is always the same. A lot of people feel that way. What matters is how you preform it and what you prioritize. Everyone has their own playstyles. For example, some in the early days might prioritize basic resources such as sticks and grass whereas others prioritize hunting over the former. Its okay to stick to the same playstyle or to try something new to shake things up.