- Jan 22, 2019
- 1,723
- 2,152
This game is nuts, the more I test it for my guide, the more I'm impressed by it. I can't believe how much depth you can have in character customization in a freaking RPGMaker game lol. This has to be one of the greatest diamonds in the rough I've ever played. It keeps growing on me.
Whoever thinks the combat is normal for an RPGMaker game hasn't looked much under the hood. There are a lot of tips in town that explain some of the extra mechanics, but some stuff you'll only notice if you test it. This game makes buffers/debuffers legitimate. There is a well balanced enemy threat system that can allow tanking and avoiding damage even without skills. There's a crazy amount of non obvious synergy possible with all the various skills, magic, equipment that grants skills.
Support and hybrid builds are much more exciting/viable due to the way MDF works in this game and that certain equipment is locked to only raise certain stats. For example, DEF raises magic defense more than MDF per point, but MDF also raises healing. So you can make a Paladin build that gives up some of their own direct survivability for more healing/support by using a Light Shield instead of a Heavy Shield. There are valid reasons to choose a straight tank and a hybrid. This also affects magic + physical damage dealers.
Also A+ to the dev for making most damage calculations based on flat stats first, the game is automatically balanced better because of that. It might make the start of the game seem too easy and give a bad impression when the difficulty ramps up, but it makes mid and late game much better. Rather than the game becoming more grindy, you eventually hit a point where you need to actually understand how shit works and properly gear/skill/balance your party to continue. You can kind of steam roll your way to around level 15 without thinking much about anything, but after that you're forced to make some dedicated tanks and healers and learn how to synergize damage and buff types and shit. Many buffs/debuffs stacking even from different sources and spells/abilities is also a thing way more games need to do.
I started making my guide as a way to help keep track of shit the game should be better at displaying, ended up testing various shit to make sure my info is correct, and found out the gameplay is way more complex than it seems, lmao. Glad I stuck with it, I almost quit it and now it's one of my favorite RPGMaker games. Could maybe use a bit of help with the writing though. It is above average in world building just from conversations, but it would have been nice if more shit was actually shown/demonstrated.
Whoever thinks the combat is normal for an RPGMaker game hasn't looked much under the hood. There are a lot of tips in town that explain some of the extra mechanics, but some stuff you'll only notice if you test it. This game makes buffers/debuffers legitimate. There is a well balanced enemy threat system that can allow tanking and avoiding damage even without skills. There's a crazy amount of non obvious synergy possible with all the various skills, magic, equipment that grants skills.
Support and hybrid builds are much more exciting/viable due to the way MDF works in this game and that certain equipment is locked to only raise certain stats. For example, DEF raises magic defense more than MDF per point, but MDF also raises healing. So you can make a Paladin build that gives up some of their own direct survivability for more healing/support by using a Light Shield instead of a Heavy Shield. There are valid reasons to choose a straight tank and a hybrid. This also affects magic + physical damage dealers.
Also A+ to the dev for making most damage calculations based on flat stats first, the game is automatically balanced better because of that. It might make the start of the game seem too easy and give a bad impression when the difficulty ramps up, but it makes mid and late game much better. Rather than the game becoming more grindy, you eventually hit a point where you need to actually understand how shit works and properly gear/skill/balance your party to continue. You can kind of steam roll your way to around level 15 without thinking much about anything, but after that you're forced to make some dedicated tanks and healers and learn how to synergize damage and buff types and shit. Many buffs/debuffs stacking even from different sources and spells/abilities is also a thing way more games need to do.
I started making my guide as a way to help keep track of shit the game should be better at displaying, ended up testing various shit to make sure my info is correct, and found out the gameplay is way more complex than it seems, lmao. Glad I stuck with it, I almost quit it and now it's one of my favorite RPGMaker games. Could maybe use a bit of help with the writing though. It is above average in world building just from conversations, but it would have been nice if more shit was actually shown/demonstrated.
Last edited: