Anyone playing wayward?
Apparently not that many people on this forum... so I edit this a bit.
Wayward is a cute, light-hearted roguelike, fantasy-island-survival game in beta. It looks good (retro sprites), it sounds good (retro-ish as well). I am, however, of mixed feelings regarding gameplay in the long term.
I do not like the rapid crafting w/ rapid decay mechanism - of course it is turn-based and if you add serious time consuming crafting, you end with a completely different game (Unreal World). With many items in the 2,3,4 dozen uses range you are constantly repairing and fixing things or making replacements. That gets kind of tedious very rapidly at least when you approach "endgame" where you can take on most monsters and suddenly this steady repairing makes up most of your gameplay (gathering items for replacement arrows, make replacement arrows, repair the bow, reinforce the bow ...).
The combat system is quite opaque. You get a lot of numbers in the game, but nobody tells you what is done with them. It is hp-based, with quite limited damage per round and an abundance of healing items. And so far I could disengage sooner or later when fighting a single opponent. The most galling part is that you can only shoot orthogonally. There is no reason for a roguelike to do this - some kind of target selection should be in place.
The opponents seem to spawn constantly and are not very clever - mainly just running towards you or fleeing. They are somewhat different from each other, but given the low damage, high heal / hp, disengagement possibility setup, this isn't really that tactically interesting after the first week (am I playing this right to stay that long?), the sharks are surrounding your island in large numbers, you are killing and processing fresh spawns ...
Personally I could imagine the game going for more of beleaguered feeling if the combat gets more tactically interesting. Conceptually, like common roguelike gameplay with increasing difficulty just that you are defending in place and can prepare somewhat. Or toning down this aspect and making more out of the survival aspect, which is very easy as is - apart from the darkness.