MicroTale is an exciting 2D adventure that combines sandboxing, questing, and traditional RPG elements into one tight package! Help rebuild the lost civilizations of the MicroTale world as you gather resources, fight monsters, and build your own fully functioning airships. Cannons, drills, and other unique tiles jump in to make the gameplay even more exciting as you complete quests ranging from special combat to completing a certain number of constructions projects. NPCs and randomly generated maps add in on the fun factor, making the game unique every time you play while still offering a challenging and engaging storyline. The complete game is now available through Desura for $5.99!
The primary problem with this game is that it gets too old too fast.
This game is sort of like a simplified Terraria. While in some respects this is a good thing (with building and construction) in others it is extremely bad (money, equipment, fighting, and NPCs).
Building and Construction are more straightforward than in the closest relative to this game (Terraria). For starters, for those commonly built locals, you can set up prefabs, which allow you to have a template design. While there is some need to gather resources, for the most part you can just spend cash and be able to build whatever you need. Need a dirt block? No need to mine, just spend the cash and it'll be available for placement.
However, this brings us to cash. After an initial start up money is infinitely available (right from the get go) which makes it practically useless in the game. Most games make money useless towards the end, after you've already spent those millions and you've strained yourself getting that cash flow.
To make things worse, money is only really useful for building. You can splurge on a chest, but those are readily available as well, and equipment found is dependent on your level, not on depth or location. So, it is easy to get the most up-to-date equipment.
This leads into equipment. Equipment is overly simplified. You find it, it equips the best, no hassle. There is no need to find all those precious resources, or save up for that really expensive piece of equipment. While this may seem like a non-issue, it is also what makes the game lose its grip on you. You become bored because there is no challenge.
No challenge in acquiring equipment and resources, or the fighting for that matter. You hit tab, left click on the critter you want to attack, and as long as you are in range, you'll slowly kill it. You eventually get technika and weapons on your airships, but the fights are already too easy.
NPCs are too limited in type and usefulness to make them engaging.
Sort of hard for me to give this a review. Honestly at the start of it I thought it was terrible. But the more I played, more I learned, more I enjoyed. Still, there is a limited amount of content and some combat animations would be cool. Either way, it still is fun for all its worth.
In an interesting attempt to make a roleplaying sandbox, a kin to Terraria, the Ehuddaniel game MicroTale sets the stage for a nameless hero, in a freaky deaky toppy turvy world where the farther "down" you go, the tougher the enemies get.
While I'm keen on the whole aspect of making my own apoc torn town, building farms, and amassing resources, I feel there is something lost between the effect of TABing and clicking on baddies, and picking up powerful equipment. Something is definitely missing, but I'm too ADD to really put my finger on it.
Maybe if attacking baddies was more based on skillful movement and clicks, and treasure was more "tangible" in a sense that it isn't just automatically equipped as a stat increase on your character.
I am also convinced the UI is there to aggravate me, and some of the hot keys are oddly placed. There are plenty of problems, but the lighter side of the game gives me that good old dungeon crawl feel, and the music is quite entertaining.
So with good and bad points on the table, I give this title a clean 6/10. Could be much better. I'll track and keep an eye out for updates.
I think it can be a good game, but has some flaws and shortcomings in future updates are correct if the developer could hear and read our opinions, the fight is very simple, the way mine is also too simple with no need to break through to minerals, I think the way to get the blocks a little too spoiled the game, everything is accomplished with money and money is easy to get so that the game loses interest very quickly, I hope you can correct these things and others leave me not to extend much, so others could be a good game, much to polish still think I
This is by far one of the ugliest indie games I've ever played. Not only do the sprites look cheap and cobbled together but the music lacks consistency and in what I assume are night-time segments, the screen becomes so dark that I can't see anything that isn't sillhouetted against those luminescent clouds. Trying to light up my base with the lights provided proves a futile effort because of the painful light effect that looks more like a glowing fog machine. I highly suggest the programmer take some of his/her funds and invest them into a decent artist and musician and work some consistency into this thing.
Poor presentation aside, the gameplay aspect also has a lot of problems. The combat system is a good idea, in my opinion, but it's difficult to target enemies below me when there's a bulky HUD taking up the entire bottom of the screen, and the jumping feels like someone used MMF2's platformer object, because my character has been able to stick to ceilings and abuse a glitch that makes ladders and vines worthless to get around, and while this is fun, it also feels very unpolished.
This isn't a horrible game, but it has some pretty poor execution. It feels like someone took a bunch of free resources from Google and slapped them together, making the consistency suffer, and that's very important in a game. The lack of a pause button when reading tutorials is also a problem, as I have to climb up to my base every time I want to see what they say. The default control setup works for the most part but holding W to sprint while using A and D seems like an awkward design choice.
It's great that somebody put effort into dynamic seasons and procedural world generation but you need more than that to make a game.