Stone Story RPG

Stone Story RPG

released on Aug 08, 2019

Stone Story RPG

released on Aug 08, 2019

In a realm of perpetual evil, a single stone could change everything. Stone Story is an RPG set in a dark and vile world. The game's fluid art is painstakingly animated in plain text by a single insane game developer. It features 8 locations to explore, 8 boss fights and plenty of loot to discover.


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My brother gave me Stone Story RPG as a Christmas gift. Once again, he found a game on my wishlist that I'd entirely forgotten about. Once again, it's a genre that I wasn't currently really thinking about playing -- this time an idler. And, once again, I've been having a lot of fun with it.

The presentation in Stone Story RPG is very unique and awesome. I've never seen such fluid, entirely ASCII animation before. I especially love the whip wielding enemies in the mines. So cool. The soundtrack is great and has a good balance of being ambient and mysterious with being catchy at times. The story is fairly minimal, but works very well with the visual and audio presentation to evoke an air of mystery I wasn't expecting from the genre.

The game is very well paced such that each new feature you get feels like it's opening up the possibilities you need at that time. You get weapon crafting off the bat, but slowly add on potions, enchanting, etc. This culminates in an entire scripting language, allowing for an insane degree of automation. I had a great time sitting down and figuring out how to use the limited logic available to automate some of the stages with more complex interactions.

Overall, between the presentation and straight up having scripting available, I've had a great time with Stone Story RPG. I finished the main story and got the credits, but there's a ton of post game content that I can see myself continuing to chip away at.

The art is what attracted me to this game and that was definitely the highlight but the game was pretty good too. Interesting blend of an idle game and an rpg, it seemed very simple at first but as it went on it developed a level of complexity I didn't expect and the final few encounters made me sweat.

Was taken a bit aback by how quickly I reached the credits though because the base storyline is very short for the price point ($30 on Steam). The post-game seems to be built around the idea of using a basic programming language to automate gameplay to grind out items and experience so I can tackle more difficult areas which is... not my idea of fun so I probably won't be doing that, but it seems neat and I did have fun with what I did play.

(Played the mobile version)

The presentation is really unique and I was surprised on how engaging it is despite it pretty much being an idle game. That was during my first hour of the game, though. It soon just becomes a number game you have to buy microtransactions to win. Really sad something as unique as this resorts to that.

an idle game but you have to actually write code to instruct your guy what to do while youre away. really cool concept and very fun!