Stone Story RPG

Stone Story RPG

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Suggestions and Review
A game that I was hoping was gonna fill the void of Candybox 3 but the more I played the game the more systems the dev added that just made it so much more grindy and very unnecessary.

It's like the game goes 2 steps forward and 1.5 steps back for example, breaking things down into simpler components is amazing but when breaking down enchanted weapons it costs a ton of ki, why? 200 ki for blue enchants and 600 for yellow, WHY!?!? And don't get me started on the rerolls, some enchants are clearly better than others, the flat damage and health is incredibly good compared to the measly dps increase you get but to reroll you need 1000+ ki, again WHY?!?!? Just make everything free and rerolls much cheaper like 10+ ki cuz you barely get any when killing monsters and stop adding unnecessary grind, it's a lovely game no need to prolong the pain.

Some monsters like the fire elementals will ALWAYS hit you which is super annoying, even the ice elementals give you enough time to kill them before they shoot their lasers and a similar case to the whip masters.

Chest drops after finishing a stage is PITIFUL. Besides the spider cave, I always get basic componts like swords, shields and quarterstaff and a very small amount of runes which are very important since wands are the best weapons I've found so far besides elemental warhammers for the mushroom boss.

please please please please please please add a speed up option, the first time was nice but not the 10th time so please give us a button to speed up the walking/scrolling animation I'm going insane.

please give us more ways to get resources like tar, bronze, wood etc. cuz it's so BORING just repeating the same section over and over again especially with the above point.
On that note, potions can be a bit expensive and tedious to grind because of the above point.

I don't get the point of some weapons like the big sword isn't that big of a difference compared to normal sword and for the elemental version, the normal is just better than the big sword?

I think the star stone effect should become a passive, it just wastes a loadout spot and it would be a nice quality of life. I'm not sure how to do the same with the ki and exp stone but I'm sure you'll figure it out.

Give us an option to skip crafting animations, when crafting dozens of items, the few milliseconds of animation add up. Same thing with the workstation loading animation.

The temple guard chanting is soo long...

Overall, good game with a lot of great experimenting features but just as many grindy and needless features that really holds it back from being a great game.
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Showing 1-2 of 2 comments
Agerak May 2, 2024 @ 3:09pm 
Doesn't sound like you got past the story/tutorial section (white difficulty) of the game and you're missing a lot of the mechanics.

One of the BIG things you're missing is offline mode which changes a lot in how the game plays.

It doesn't sound like you did much with the mindstone and stonescript which is a very large focus on the game which automates player behavior and actions within levels.

In terms of crafting, you're most likely doing the inefficient method of making 100x copies of something to make a stronger one. Instead you can make each component of the item at the appropriate star level then combine. Even complex items are at max 5 hammer strikes.

You're also not realizing the mechanical differences in items. Big swords have splash, but no crit. Little swords have crit, but no splash. They have different use cases because of this where big swords are better against groups of enemies while small swords have significantly more DPS against single targets.
Last edited by Agerak; May 2, 2024 @ 3:14pm
Immortal-OliveTTV May 4, 2024 @ 8:41am 
Originally posted by Agerak:
Doesn't sound like you got past the story/tutorial section (white difficulty) of the game and you're missing a lot of the mechanics.

One of the BIG things you're missing is offline mode which changes a lot in how the game plays.

It doesn't sound like you did much with the mindstone and stonescript which is a very large focus on the game which automates player behavior and actions within levels.

In terms of crafting, you're most likely doing the inefficient method of making 100x copies of something to make a stronger one. Instead you can make each component of the item at the appropriate star level then combine. Even complex items are at max 5 hammer strikes.

You're also not realizing the mechanical differences in items. Big swords have splash, but no crit. Little swords have crit, but no splash. They have different use cases because of this where big swords are better against groups of enemies while small swords have significantly more DPS against single targets.

1 - What's the difference between this supposed tutorial section vs later difficulties? Majority of my points still stand no matter the difficulty. Foundationally, there are certain things that suck period.

2 - I did play in offline mode or I assume I did with the way you're speaking, mind telling me the difference between online and offline?

3 - The mindstone as in the thing that shows enemies stats, weaknesses, lore and was an integral part of one of the quests (the one with the lady in the hot tub and purple crystals shop) what else is it supposed to do? And what's a stonescript, is that a rune or something? If the game didn't explain or I didn't find it at this point of the game then that's the games fault.

4 - Nope I've been doing that, the crafting manual explains that. Just give me an option to get rid of the animations cuz they add up and are quite annoying after a while.

5 - Again, why would I use a big sword when I can use wands/ranged that are just as good at clearing out large groups of enemies (especially aether) at a safe distance where I WON'T get hit. Plus I would rather use big sword materials to make stronger small swords since I usually use those for bosses anyway so again, why would I use big swords? I like the variety but at least make them viable compared to their counterpart...
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