19 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 3.9 hrs on record
Posted: 12 May, 2023 @ 9:13pm

Unfortunately, the game is currently in a state (Version 1.10) that I wouldn't consider fun, yet.

The game has some technical issues, with crashes happening in menus every so often (which almost always results in lost progress due to the way saving works), and it seems like any time you swap your current squad enough that it shifts the enemy levels, the entire game starts lagging massively (guessing ~15fps or so) until you relocate to another screen. I'm sure those issues will get worked out eventually though. The bigger issue for me was the drawn-out and stagnant feel of the game, lack of information on battle options, and lack of strategic depth to combat.

To address the first point, I spent my ~4 hour playtime trying to expand my ability to harvest resources (via upgrading tools), fighting battles to grow my team and the strength of my monsters, and progress one of the initial 5 main quest points. Despite the 1.10 patch making early game monsters easier on the resources/currency required to revive (recruit) them, it was incredibly slow paced and always felt like I was waiting just as much as I was actively playing. I was hoping the sluggish sense of progression would be offset by the battle system, which looked like it had some tactical elements going on, but it could really use some revision in its current state.

First big quality of life necessity that would make things better is to include information on what all of the character and space status effects actually do. Most of the skills say nothing about what the conditions do at all, and even when you are afflicted with a condition, I couldn't tell how to see in plain text what effect it was having. There wasn't even a help menu option to go over them. When some skills do absolutely no damage at all, and you're spending 7 MP for a status effect that has no explanation or standard gaming precedent, that really doesn't feel worth wasting the ONE AND ONLY skill slot you have unlocked at that point.

Second, being limited to a single skill slot really limits strategic depth at the start, and makes battles so absolutely routine that it's not engaging. Having two type affinity charts is nice and all, but when you have only one skill and no ability to change it outside of infrequent save points, that potential depth is squandered. Also, I would like to suggest that giving a quick visual indicator when selecting targets with a skill to see instantly whether something will be effective or ineffective is something we need in the modern day of game design. Encouraging people to memorize two separate type charts is really archaic when you can just have the highlighted space with the relevant monster just be highlighted a different color based on effectiveness. Lastly on these quality of life suggestions, please make skills auto-target a space that will hit a valid target instead of always targeting the top-left-most space. You're requiring more button presses than is necessary, and it's a trivial thing to put into the game. If not that, then at least allow for the player to undo commands, so that any potential mis-input can be corrected.

Finally, the value of strategic options seems wildly unbalanced. Not even the skills that you can attack with, but the actual tactical value of positioning itself. Front row gives you increased damage and pretty notable sustainability boost via MP regen. The back row weakens you considerably and gives a completely worthless amount of HP regen. It feels like it must be 5% or less of your max HP that you heal. My average monster HP at that point was 300-700 and I was still regenerating single digits most of the time. The Rest option also regenerates HP and MP, except only the MP seemed like it was at all impactful. I tried once to heal up someone from half health to their full value by putting them in the back row and having them exclusively select the Rest action for 10 battles straight. They managed to get to a grand total of 3/4 of their health, sustaining only the occasional hit. They would have sustained less hits by just staying on the offensive instead. Then you get to support skills that only have seemingly a 50% chance of hitting the tiles you're targeting, and it's just kind of like "Why are there even any options besides offense at all?"

All of these issues keep the game from being fun, but they very well may be fixed one day. Hopefully the game will reach a state where progression feels good and combat has the tactical value that they pitched in their video and home page.
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2 Comments
Ciaran 13 May, 2023 @ 5:00pm 
Oh, thanks for pointing that out. I'm disappointed that I missed that.

Re-reading, I also realize I forgot to note that damaging space effects like Scorch do not display any damage values when they trigger, making it difficult to tell quite how effective they are.
Fortuna 13 May, 2023 @ 4:42pm 
"Also, I would like to suggest that giving a quick visual indicator when selecting targets with a skill to see instantly whether something will be effective or ineffective is something we need in the modern day of game design. Encouraging people to memorize two separate type charts is really archaic when you can just have the highlighted space with the relevant monster just be highlighted a different color based on effectiveness."

This is in game, at least it was when I played last. Type advantages turn the monster either slightly red for not effective or slightly green for super effective. But it's not actually listed anywhere that this happens.

I agree with pretty much all of your review. There's potential here, but it's just not fun right now.