No one has rated this review as helpful yet
Not Recommended
0.0 hrs last two weeks / 6.8 hrs on record
Posted: 22 Sep, 2021 @ 10:28pm

Intriguing at first but quickly begins to show glaring signs of tedium and grind

I didn't expect an easy game when going into this. The difficulty is not what I've a problem with, it's how the game is generally structured. With just 6½ hours played, I've already been in the same dungeon several times and just killed the first boss. I expected to get a new dungeon to explore but instead it's the same old layout but this time it's a higher level boss that you need to work towards.

The game does explain a fair few things but seems to leave some things ambiguous. Such as speed and turn initiative. The enemies feel like they get around 66% of the turns while you are left with 1/3. There's no order of turns visible that would let you plan ahead in terms of target priority. Your turn frequency is obviously affected by the SPD (speed) stat but it's all very vague. This just leads to guesswork and general annoyance, especially against a pack of 4 rabid dogs that seem to get a ridiculous number of turns in between your actions.

Your heroes are considered disposable but the game will happily allow you to sink thousands of gold into them individually to improve their skills and equipment. So if you lose a hero that you've invested a decent amount into, you're in for some grind to get other heroes' resolve levels up and upgrade them instead to attempt higher and higher level dungeons. I would much prefer if classes had universal upgrades for skill and equipment upgrades that applied to all heroes of that class, just locked behind resolve level requirements so that you couldn't use highest level equipment on a fresh hero.

The negative/positive traits are a cool idea but there's far too many of them. After each dungeon you accumulate traits constantly. It's so frequent that it's actually really annoying to keep on top of each of them for optimal strategic efficiency. And this is with just 6½ hours played. I'm getting a headache just thinking about all the planning around traits that you'd most likely need to do much further into the game. And the traits also keep shuffling around unless it's a "locked in" trait so you can't even get a familiar with a hero and their traits, you have to constantly check them to see if they've changed. Just annoying and tedious.

Dungeon "exploring" is also non-existent. You just walk through linear hallways with random objects or enemy encounters peppered here and there before you enter another room that leads to another hallway that leads to another room that ....you guessed it, leads to another hallway . Opening crates, chests etc. is just left up to RNG on whether it's trapped or not. Honestly it began to seem like it's not even worth trying to open any chests at all since the trinkets are absolute garbage.

Lastly I'll just mention trinkets. These are bits and baubles that you find as dungeon rewards or from chests. They're either universal or class-specific that give you some bonuses like increased bleed resistance, crit damage etc. Pretty basic stuff. Except that each and every one of them has a negative effect on them. So if there's a talisman that gives 5% PROT (protection) it will take away -10 Dodge. Which at the bottom tier of armor means that your dodge chance is taken from 10% (I assume it is percentage, it just says 10) down to 0 (zero). I'm not an expert in maths but I'm pretty sure that you're better off without the trinket in that case.

Only recommended for complete masochists.
Was this review helpful? Yes No Funny Award