Ok definitely a good game. Actually it’s a phenomenal game! Some people complain about it being in alpha for a bit too long. Personally Idc, I'd rather they took t heir time to polish it than release it early and have it be incomplete. Before you read all the way through though, Ive only played the game for a few hours, and haven’t beaten any of the maps yet, so this review comes from limited experience and knowledge.
-It’s fun and challenging, especially after you've progressed past your basic buildings (woodcutter, stonecutter and a food source)
-Challenging, but not too challenging. ♥♥♥♥ wanders into your town to cause a bit of havoc and stretch your resources. But you don’t have Beholders and Owlbears coming into town to ♥♥♥♥ ♥♥♥♥ up with lasers from their ♥♥♥♥♥♥♥s on a regular basis. They took most of my favorite things from Age of Empires, and combined it with my favorite things from Banished (also a good game, check it out) and then threw in a pinch of Skyrim/Oblivion and Stronghold 2. The result is amazing. You can't just turtle-up and mass an army of foot soldiers to steam roll from one end of the map to the other like you can in AoE. However it’s not as stupidly infuriatingly wonderfully hard as Banished is.
-It has the added bonus of being actually able to create soldiers (unlike Banished), and gives you enemies that you can go fight and loot. But by no means do you have to. If you like, you can just focus on the drinking of ale, the smoking of pipe weed, and finding a love of gardening.
-If you do decide to go out and ♥♥♥♥ ♥♥♥♥ up, it’s a challenge. The ♥♥♥♥ you fight keeps, proportionally, 1 step above you. So you have to actually engage in your combat. Most games allow you to step on spiders and kill mice and call it experience. Folk Tale does not.
-Individuality of the peasants. Now 9 out of 10 times this doesn’t actually matter. The 1/10 of the time it does is in the army. You can, after you've killed something, loot it for gear and treasure! So ♥♥♥♥ing neat, cause with that gear, you can equip Joe the manure shoveling leper, with the Mithril Great sword of ♥♥♥♥off and the Diamond Chest plate of Not In My House ♥♥♥♥♥, and then make Joe the savior of the land, riding valiantly on the monstrous size of his own ♥♥♥♥ which he presumably discovered after finding out he was such a badass and could slay demons with his own ♥♥♥♥ and a can-do attitude. Each peasant can be leveled up uniquely and it’s ♥♥♥♥ing awesome. You can either take the equipment or divide it out between your forces, making a well-rounded security force that is to be reckoned with. Or pour all of your resources into one hulking behemoth that could fight and beat Zeus, god of gods.
-Visually pleasing to look at
-Audio is likewise pleasing (kind of reminiscent of LOTR [which is the best series of movies ever made by mankind])
-There's a great variety of building to be placed and they all do different things.
-Enemies get more difficult to beat the further you venture from your starting point. ♥♥♥♥ gets crazy yo'.
Actually I don’t like 'bad' cause really this game is a gem in the making. So we’re going to say the Mediocre.
-The Elasticity leaves something to be desired
This is one big category cause every problem I have comes back to this blanket criticism. What I mean is that the game doesn’t flow as smoothly as it could have.
1. Buildings= There's a variety of buildings, which is good yes, but I feel some of them could be condensed. For instance I had run out of clothes and my villagers began to complain as their nips were starting to fall off from frostbite. Tight. Places Cotton field. Good. Places Tailor. Good, clothes will start to be produced. Wrong. Turns out you also had to place a “Weavers Emporium”. So my warehouse had stockpiled like 50 stocks of weaved cotton, that I then had to go into overtime to catch up on both rewarding and lashing the weavers to get them to work as fast as possible. It just seems to me, that since the only thing you use cotton for is clothes, it seemed kinda silly that you needed 3 ♥♥♥♥ing building to make one product. Placing, monitoring and upkeeping and extra building took away from the flow of the game.
2. Your army/security force (4 people isn’t really an army). I have no problem with the small size, in fact I prefer it, it emphasizes tactics over brute strength. I have a slight issue with the equipping of your soldiers. If there was an ‘equip all’ button, that’d be fantastic. Having to click on the guardsmen, open their inventory, open your inventory. Click boots, move boots, click mail, move mail, click gloves, move gloves, click coif, move coif, then do that 3 to 7 more times is more than a lot tedious and it takes away from the game. Like ♥♥♥♥ I got wolves eating Jim the peasant and ♥♥♥♥ing the stonecutters just caught fire I gotta take care of this but noooo first I gotta do this painfully slow process.
3. Researching Tech is a pain. It has a AoE feel of spending resource to research new tech, which is legit. Don’t fix what’s not broke right? Well you can go ahead and buy as many upgrades as you can afford at once, the problem is that once one is done, it won’t bounce to the second one. Say you research Chisels, hammers and masonry. Once Chisels is done, it’ll stop there, till you re-click the building, go to the tech tab and select the next tech to research. It leads to a lot of needles bouncing form building to building to check and recheck what tech is at what progress in what building then bouncing back to select the next tech to research even though you’ve already purchased it. Long story, anyway. It would be nice if, once you’ve bought a tech, it got automatically researched in the order they were purchased.
4. Assigning peasants a job. This one has two in one. So 1.1 you build a building, tight. Assign 3 peasants to chop wood so you can leave your last one to keep foraging berries. Then later, when you have more peasants you go back to the building, assign a 4th peasant. Jim the farmer dies from a goblin attack, go to building and take 1 woodcutter and unassign him. Go to farm, assign new farmer. Now this doesn’t sound TOO annoying and honestly it’s not. This is my smallest beef with Folk tale. It’s nearly remedied by the ability to check a box on each building titles “auto-assign” which automatically makes sure the building is full of workers if able. You do however, have to go to each building and check the box off. Otherwise no luck. It’s be nice if the box was automatically set to autoassign or you could go to the options menu and make it so. Another (preferred) solution would be to do what “Banished” and have an entire menu that shows all the jobs, how many workers could be there, and how many workers are there currently. It accommodates the fast pace of “Banished” where the east section of your village can just die from a surprise earthquake. I think it would do well here In Folk tale to.
1.2 This, logically, should be my smallest beef, but it’s not. I like knowing where my peasants are. Like, in Aoe, you have a button to select all inactive peasants, in Stronghold they gather around the fire. In Folk Tale, I’ve got no ♥♥♥♥in’ clue where they are. And that bothers me immensely, as Im more than slightly anal-retentive and I like to specifically assign individuals to certain jobs. When I have to find four free peasants to turn into herbalists by scouring every nook and cranny of my town, its slightly annoying.
Anyway. That’s all. Sorry for the long post but I do really love this game already and wanted to offer every thought I had on the matter. As of now, I give it a solid 8.5/10. With some improvements to the flow and elasticity of the game I’d easily and happily give it a 10/10.