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Wednesday, July 3, 2024 3:25:04 AM

Dinkum Review (GeT_SwErVeD)

I really wish I could recommend this game. I've spent a lot of hours in it and had quite a bit of fun. However, I cannot recommend it because...

You can only save the game by ending the day.
You have no control over how fast the day is.
You cannot craft most tools. Most have to be purchased from the store (with limited operating hours and stock) or commissioned from a crafting NPC (with even more limited hours, a one-per-day limit, and a one day turnaround).
Tools break (destroyed, gone permanently). Repairing them can only be done after mid-game, and the repair process is too costly for basic tools, so you'll be buying lots and lots of them.
Power tools unlocked during the mid-game can be recharged, which replenishes their durability. However if they lose all their charge, they will break.
You cannot craft most workstations. Same as with tools.
The "new and improved" stamina and food system is atrocious. It almost changes the genre of the game from life/farming sim to survival/craft. Food (and drinks) are essential from day one - you cannot chop down more than one tree or smash more than one rock without a source of stamina. Foods that increase max stamina do you a disservice if you ever run out of stamina since you'll be waiting for longer for your bar to recharge before you can do any more tasks. Health does not regenerate without food.
Farming must be unlocked; it is not part of the game at the start. Until it is fully unlocked (which can take weeks of in-game time if the player is unlucky with visiting NPCs) it is all but impossible to farm consistently.
Same for ranching, which is a separate mechanic/NPC from farming.
Cooking is heavily reliant on farming, ranching, and hunting, which means that good food is not readily available for a long time.
Farming is tedious. It takes a very long time to unlock sprinklers, so you'll be spending lots of time manually watering plants. All crops have to be enclosed in a fence or else birds will come eat them. Making a large, flat, fenced-in area in the early game is a very, very lengthy process.
Combat is unavoidable and clunky. There are no difficulty settings, and there is no peaceful mode. Progression is locked behind going to areas with more difficult monsters and other hazards. Again, this is more of a survival/craft game than a farm/life sim.
Items on the ground have to be picked up manually. We're talking hundreds if not thousands of items each in-game day.
The player's inventory is too small, even when fully upgraded in the late game. There is just too much different stuff to pick up. Many items like fish, bugs, tools, etc. do not stack either.
You cannot see the value of items directly. The only way to figure out the value of an item (aside from the wiki) is by selling just the single item to see what the NPCs will offer.
All interactions (unlocking a building, moving a building, buying, selling, giving a gift, etc.) require navigating through a multi-step dialogue tree with NPCs.
If an NPC wants an item for their daily "quest" and you already have the item on you, you still have to finish the conversation and then start a new one to give them the item.
You cannot craft multiple of an item at the same time. Imagine clicking the craft button and watching an animation hundreds of times to make some paths.
Workstations that process items into different items have to be fed manually one-at-a-time. Some of these workstations take only seconds to run. You'll stand in front of a table saw manually feeding it log after log for hours.
Bugs and fish cannot be stored in crates/chests.
Crates/chests have limited capacity and you'll need a "warehouse" to store all your stuff.
Between the player's inventory and chests, you'll spend lots of time doing inventory management instead of actually playing the game.
Multiplayer mimics Animal Crossing: New Horizons where each player has their own island but can visit other islands. Guests cannot progress certain milestones of their own while visiting, and will have to progress in singleplayer to unlock certain things like very basic crafting recipes. They are very limited in some regards (such as not being able to place/move buildings) but they can destroy and loot to their heart's content.
Buried items spawn underneath paths.
Some buried items are far more valuable and even essential for progression than others, but its all RNG. You can spend days hunting down discs and keys while accumulating a stash of gears, wires, batteries, etc. that will never be used and aren't worth much to sell.
Paths can be easily accidentally removed.
Furniture can be easily accidentally picked up.
The button to pick mushrooms/flowers is the same button to pick up furniture and not the same button to harvest trees/crops.
There is no ability to pick a seed for a map, see the map before creating a character and starting the intro, or use any sort of custom map generator/preset. You get what you get, and you'll have to create a new character if you don't like your map after you start.
Some buildings cannot be moved at all, such as the dock. I've had multiple maps where my dock is placed on a tiny pond instead of the coast.
All maps can have very little variation in height, but there are very few truly flat areas, making initial planning a pain.
Terraforming is a very tedious process that cannot be done properly until mid-game. A compactor (mid-game terraforming tool) only has enough power to run for about half the day and can only be used on so many tiles at a time due to the stamina system.
Fishing is terrible. It has the bite system from Animal Crossing (which is fine) but then it also has a reeling minigame that is a pain. The "stop" and "go" cues are useless, and sometimes fish will pull farther away during a "stop" phase than it could be reeled in during a "go" phase.
There is no official wiki; the wiki is on Fandom.
The official Discord server is next to useless. The suggestions channel is largely ignored, and it seems like helpful community members and modders have been all but driven out.