Argh, spelling mistakes in the title :|
I've got 150 hours in Terraria so far. So obviously I like it.
But yeah, like Minecraft, it's a game for a specific kind of gamer. (Some would say autistics, I prefer 'highly creative.') It's a sandbox and a lot of it has to do with exploring the world and collecting ever-higher levels of gear, killing rare enemies, and just making neat, thematic stuff.
I've spent close to 40 hours just building stuff alone. For example, this is my 1.1 world:
So. That's where my main interest lies. That said, with a few friends playing on medium or even hardcore, the game can be pretty fun and really unforgiving. So all the building, gearing up, ect.... actually has a point. On easier modes, you're really just experiencing the content and doing it at your pace.
Re: clicking. I got an autoclicker the day or two after Terraria came out. I've never looked back. It may invalidate some of the "benefits" of higher end weapons, but that's a small price to pay to avoid carpal tunnel syndrome. It actually ends up being MORE effective than holding click down for a lot of weapons (the drills and guns in particular. 1 click every .1 seconds is far faster than a human can maintain.)
TBH, I'm actually a little disappointed in the update. It didn't give me as much end game PUNCH as I thought it would. I basically did everything but start farming the new bosses in about 3 hours. So I already got 60% of the new gear in one sitting. The OMG hard enemies are fun, the statues are another decent reason to explore after the mid game....
But the one thing Terraria still hasn't pulled off is an interesting and meaningful underground. There needs to be more purpose in what gets put down there. The traps, for example, were a good start. As are the little houses with statues and chests. But there needs to be more of that. Way more of that.
I never build sky bridges either. Super highways are more fun and more resource efficient. Plus, in hard mode, aerial super highways tend to get plagued by Wyverns.
To me Terraria is one of the biggest indie success stories of 2011, and it's one of those games that gives budding programmers hope that they can create something cool and interesting that people like (and will pay for.)