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***

We live on this platform of dirt and stone, suspended above what, we know not.

The violent, unpredictable ravages of Sky, its contents a mystery as well, scar this Ground we tread...


***

So begins Sandstone, an adventure set on the turbulent world of Ground.

You take the role of a wanderer, fighting to weather the violent Skystorms, rescue your beloved, and ultimately to unlock the mysteries of Ground, Sky, and yourself.

Your main tool is your hands. They will become progressively tougher and stronger as you smash your way forward, enabling you to pulverize harder stones. Combined with your wits, they will help you complete quests, and unlock new areas and mysteries.

Along the way you will encounter a variety of colorful characters, and make tough choices with real consequences. Though Sandstone is not a long game, it aims to provide a fully realized story and an entertaining, reasonably challenging experience.

*Tips*

- Leave no stone un-smashed.

- Exploration is often rewarded.

- If there's nothing left to do, there's probably something left to smash.

- If there's nothing left to smash, there's probably something left to do or find.

- If there's truly nothing left to smash, do, or find, you may need to try again.

*Let's Play by Sy*


Latest Blog

Sandstone v2.3 Changes

Much thanks to TheRPGMakerAddict for the review, which inspired
the first five changes:


- Exploited cliff shrub tile priority error.

- Added new NPC in Sandstone camp.

- Stopped use of airship from effecting BGM.
(thanks to Zevia for the plugin)

- Added option to process a single Balm to hidden herbalist.

- Slightly altered color of passable grass tile.

- Added final smash at the Ship

- Softer new menu SEs.

- Various map tweeks in Sandstone and Sowthin, others.

- Fixed first stone smashed explaining mechanics twice.

- Fixed lategame bug that caused missing dialog with key characters.

- Fixed bug with abandoned town parralax during Act 2.

- Fixed game-locking bug when Droppre is first met if player moves left immediately after smashing Granite.
  • Completed
  • akoniti
  • RPG Maker MV
  • Action Adventure Puzzle
  • 04/29/2021 07:23 PM
  • 09/16/2021 04:22 PM
  • 07/27/2020
  • 2553
  • 1
  • 46

Posts

Pages: 1
Tried this game and got as far as chapter 3 where i was permanently stuck with no rocks to smash. This is probably because i didnt smash all the rocks in chapter 2, but the reason I didnt is because there are several hidden game mechanics that work against you and you are never informed about them. When I noticed these mechanics it made me fairly annoyed and also disinclined to smash rocks in general. I figured something was up when the game was constantly prompting saves but I didn't expect there to be hidden mechanics like this:

- when you hands level up, you are fully healed. However, you are not informed WHEN your hands level up (e.g. at 200 there is a level up) so you might end up wasting balms when you are close to a level up. This punishes people who use alot of balms at once to heal up.
- when you smash a rock at low hp (you have 1HP more than the amount required to smash a rock), the game ignores the smash but takes your HP down to 1. This punishes people who use balms at 1HP to avoid the first problem, resulting in wasted HP.

Basically, the player will be punished whether they like using all balms at once AND using balms one at a time at low hp. Neither of these mechanics are ever told to the player. The result is that alot of HP and balm gets wasted in the long run, and it will be easy to get stuck without balm. So when I tried to avoid this eventuality it resulted in me running out of rocks instead. If these mechanics weren't in the game then Im sure i wouldn't be avoiding rocks in chapter 2, avoiding the softlock situation that I am finding myself in. I hope these arent intentional features, because they are really annoying for someone who notices them.

Another thing, is that each type of rock do not appear to give equivalent rates of HP for points. Some of the rocks are 1 for 1 but others are not. Thought that was strange because that means you should smash some rocks over others, but in the end i ran out of rocks anyway.
author=bicfarmer
Tried this game and got as far as chapter 3 where i was permanently stuck with no rocks to smash. This is probably because i didnt smash all the rocks in chapter 2, but the reason I didnt is because there are several hidden game mechanics that work against you and you are never informed about them.

Thanks for trying out Sandstone!

Typically players do need to retry here and there during the adventure as they learn the ropes, thus the early notes to save often and leave no stone unsmashed, and the are you sure? save prompt at the end of Act 2, which is the only Act where you can get softlocked in the following Act for not breaking enough stones before you proceed.

In your case, it sounds like going back to Act 2 will be the ticket. One thing to help you is a free balm you may have missed: If you visit Droppre (the herbalist in the Act 1 abandoned town) while playing as Wrix (the elf girl), he'll help you out :) Also be sure to explore the abandoned fort Wrix guards once she moves, and it's a good idea to visit Droppre one last time before you proceed to Act 3 to cash in the Shrubs you've collected.

Here are some notes on your comments:

However, you are not informed WHEN your hands level up

This is not shown explicitly, as is often the case in RPGs, but it is a simple system to guess after the first couple levels. Each level requires double the Calluspoints of the previous.

when you smash a rock at low hp (you have 1HP more than the amount required to smash a rock), the game ignores the smash but takes your HP down to 1

Apologies for this, it is a bug that will be fixed in a future release. Losing HP but not breaking the stone when you have < the required HP will always be the case, but if you in fact have 1 more than is needed, the correct result would be for the stone to break. A fringe case, but one that can be frustrating when it happens, sorry again.

tbh Sandstone was my training ground for RPGM, and I did things in individual events (eg stones)that should have been common events. Over time I've rolled much of the stone behavior into common events, but as each of the hundreds of stones needs to be correctly replaced each time I refine the functions or fix issues like this, it's a slow, methodical process that requires great care.

Another thing, is that each type of rock do not appear to give equivalent rates of HP for points. Some of the rocks are 1 for 1 but others are not.

That's correct, only Hills are 1:1. Harder stones do more damage, and provide a chance at more Chips, but the damage -> Chips ratio is worse for them.

Thanks again for playing, and for your feedback!
hey, thanks for the detailed explanation!I actually had a backup save right before entering chapter 3 so I did manage to complete the game after all. Aside from that one bug with low hp smashing I didn't get any other major errors. Honestly this has more of a survival feel to it instead of simply mining everything on the map, good game!
author=bicfarmer
hey, thanks for the detailed explanation!I actually had a backup save right before entering chapter 3 so I did manage to complete the game after all. Aside from that one bug with low hp smashing I didn't get any other major errors. Honestly this has more of a survival feel to it instead of simply mining everything on the map, good game!


Nice, thanks for playing through! I'm glad to hear that Sandstone ultimately proved a good game for you :)
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