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RPGM - Completed - Atelier Agnes [Final] [AQ organization]

  1. 2.00 star(s)

    Erxkum

    A Tedious Grind with Minimal Reward
    I put in nearly 10 hours into Atelier Agnes. It seemed promising at first, halfway through, I realized it's just a repetitive slog.

    Initially the setup doesn't seem bad, two struggling sisters, one sick and bedridden, the other trying to survive as a novice alchemist. Agnes dreams of making a legendary "elixir" (likely a mistranslation of the philosopher’s stone), and she turns to her former teacher for help. Unfortunately, that teacher shows up drowning in debt and starts using Agnes for shady, exploitative jobs to pay it off, usually non-consensual lewd favors dressed as “quests.” Eventually, there’s a predictable turn involving an evil cult, but it’s nothing you haven’t seen before, and the pacing is too slow to make it land with impact.

    The adventurer’s guild premise initially piqued my interest, it taps into the familiar anime trope of working your way up through guild ranks, which seemed fun, but, it’s just another underdeveloped system. There’s no depth, the quests are not diverse enough, repetitive, and the rewards rarely feel worth the effort. What should’ve been a satisfying progression loop ends up feeling like a chore that exists just to pad out playtime.

    Gameplay uses a TP system (basically a hunger/exhaustion meter) to limit what you can do each day. It didn’t bother me too much. it’s manageable and it didn't bother me, because if you stock up on food it's a non issue and food acts as HP/SP replenishment but it ultimately feels like an arbitrary limiter rather than meaningful strategy. What’s more disappointing is how underdeveloped everything else is. There’s no clothing durability or corruption system, which could’ve added depth. Clothing damage is purely cosmetic and tied to HP, drop low enough and your outfit shreds, heal up and it’s magically pristine again, which makes no visual sense. Alchemy and quests become shallow busywork early on, the grind kicks in fast as the pacing drags.

    The art is okay for the main characters, but everything else feels stock or outright mediocre. H-scenes are sparse, contextually weird, and mostly forgettable, I ended up fast-forwarding through most of them. The h-content feels completely tacked on and adds nothing to the gameplay or story. You could remove it entirely and the experience would not have changed much.

    Consistent with other early titles published by Wasabi, the English translation is poor. It’s not unreadable, but it frequently veers into awkward or outright incorrect phrasing, breaking immersion and making an already thin story harder to engage with. To make things worse the game also crashed on me three separate times and many things while not broken are rather buggy.

    TL/DR
    It’s not unplayable, but it’s not engaging either. There are far better games in this genre and even within Wasabi’s own catalog. If you’re looking for crafting-focused RPGs with H-elements, there are stronger titles out there. I can’t recommend this one, don't waste your time.
  2. 1.00 star(s)

    Fidzius

    In short- it's mediocre and lacking.

    For a game about resource and energy management it sure is shit at it.

    Every action, sometimes even moving, has an action cost, that's restored with consumables, special zones or entering a new day, and yet it has the balls to deny you actions that cost barely any while you still have plenty. The game has combat game-overs and warns to save often, yet it stops you from exerting yourself and controls your energy for you, so you play less. It doesn't even tell you when is the cut-off limit, so you end up having arbitrary left-over or always lacking energy points.

    It has clothing damage, rejoice! Except its a scam- found that the single outfit that changes with damage is the default one, and it depends entirely on HP%, so instead of having something to manage as a resource, it's a one-off gimmick.

    Where's the H? It's often hinted at as a danger, yet you would have to go out of your way to encounter low ecchi events, that aren't worth engaging in and are often just a tiny nuisance (like costing a bit of energy). Also some events can result in either an ecchi screen or a stats up, based on chance, how about you manage LUCK as a fucking resource by save-scumming.

    I was planning on giving it a 2/5 for being a boring, hardly a mediocre game, not even worth calling a half-assed H game,

    and yet i realized it's just trash, trying to get some 'Atelier / Alchemy / Crafting' game attention from other, better games.
  3. 3.00 star(s)

    Laire-

    Agnes is cute character, and situations happening with her through the game are pretty nice and enjoyable, typical RPGM gameplay without something special very spoiling things, and yea, CG is kinda mediocre
  4. 2.00 star(s)

    VictorDoUrden

    Schnuff's review is pretty much all you need to know.
    This steam review is quite on point for how unnecessary the entire TP thing is
    "If you've played Brave Alchemist Collette then just go back to that game, this game gets a little boring rather quickly. Your actions are based on the use of TP, moving between zones, fighting mobs, using skills in battle, collection of resources, scenes, changing costumes, etc. all use TP. You have 100 TP but can get a fatigue which reduces that to 80 TP per day, to restore you have to pay 500 coin to the Church, which equates to about 2 or 3 quests. Crafting gear requires resources, which of course costs TP. Very limited what you can do during the day.
    Questing is resource collection, crafting (which uses 10TP) and fighting. Repetitive.

    It's not a terrible game, but Brave Alchemist is far longer and in depth, something this isn't. "

    Game fundementally aint bad but for ero game it is just to plain to boring and the ero is entirely optional... Aside from a panty shot there is fuck all unless you go on way down the line. The cutesy art and in particular the cute silly monsters is a wasted opportunity for solid lewding