Time for a dissenting opinion. While I think there's a lot of things that Karryn's Prison does right, and it is absolutely teeming with content, the drawbacks of RPGM for a game of this depth make it sometimes interminably grindy and tedious.
You have to give credit where credit is due. The kind of depth in mechanics this game has is unbelievable. It borders on actual RPG territory with the different kinds of systems at work here. Edicts mirror skill trees where you can either increase your combat skills, mental skills or build your base. You have to manage your finances so you have more edicts available wile also making sure your control and the order in general doesn't fall below a certain point since it results in a game over. At the same time, low order means higher income so it's a fine line to balance. The combat has a lot more depth to it than your regular RPG affair. And there's a metric ton of titles to be gained all with different buffs and debuffs. So for someone who turns to H-Games for gameplay as well as the H-Fix, this is a godsend.
At the same time, it is this very depth that turns out to be the game's undoing at times. I honestly couldn't keep track of the myriad titles I was bestowed and all their collective buffs and debuffs. There were too many. The combat sometimes moves at an absolute snail's pace because of the RPGM system and everyone doing or saying something. My biggest gripe is the usage of the combat-like system for non-combat activities and NPC interactions. I hated having to do the waitressing job through the combat system. It was a chore. Took too long. Sucked the fun out of everything. The receptionist bit was even worse. While the scenes were exciting, it was a chore to actually get to them.
And as other people have mentioned, you can't actually control the way the battles or the scenes go since it's reliant on your relevant desire. That makes it annoying if you wanted something in particular. Which brings me to the combat, it has two relevant phases to it but it got old pretty quickly for me. As a result of the sheer time investment and grind I encountered, even for the non-combat portions, combined with running over the same areas again and again, I gave up on enjoying the game past Level 2.
Don't get me wrong, the concept is amazing and the execution is fantastic, it's just that the game engine isn't built for this kind of depth and it shows at times with the sheer interminable nature of some tasks. Also, I don't really like oversized badonkadaonks. Good god, she needs a wheelbarrow to lug those honkaroos around. The character art isn't my jam but that is completely subjective and I think was more than made up for by the sheer quality in scenes. So that's it in a nutshell. Worth the 4-5 hours of gametime before one gets bored.
You have to give credit where credit is due. The kind of depth in mechanics this game has is unbelievable. It borders on actual RPG territory with the different kinds of systems at work here. Edicts mirror skill trees where you can either increase your combat skills, mental skills or build your base. You have to manage your finances so you have more edicts available wile also making sure your control and the order in general doesn't fall below a certain point since it results in a game over. At the same time, low order means higher income so it's a fine line to balance. The combat has a lot more depth to it than your regular RPG affair. And there's a metric ton of titles to be gained all with different buffs and debuffs. So for someone who turns to H-Games for gameplay as well as the H-Fix, this is a godsend.
At the same time, it is this very depth that turns out to be the game's undoing at times. I honestly couldn't keep track of the myriad titles I was bestowed and all their collective buffs and debuffs. There were too many. The combat sometimes moves at an absolute snail's pace because of the RPGM system and everyone doing or saying something. My biggest gripe is the usage of the combat-like system for non-combat activities and NPC interactions. I hated having to do the waitressing job through the combat system. It was a chore. Took too long. Sucked the fun out of everything. The receptionist bit was even worse. While the scenes were exciting, it was a chore to actually get to them.
And as other people have mentioned, you can't actually control the way the battles or the scenes go since it's reliant on your relevant desire. That makes it annoying if you wanted something in particular. Which brings me to the combat, it has two relevant phases to it but it got old pretty quickly for me. As a result of the sheer time investment and grind I encountered, even for the non-combat portions, combined with running over the same areas again and again, I gave up on enjoying the game past Level 2.
Don't get me wrong, the concept is amazing and the execution is fantastic, it's just that the game engine isn't built for this kind of depth and it shows at times with the sheer interminable nature of some tasks. Also, I don't really like oversized badonkadaonks. Good god, she needs a wheelbarrow to lug those honkaroos around. The character art isn't my jam but that is completely subjective and I think was more than made up for by the sheer quality in scenes. So that's it in a nutshell. Worth the 4-5 hours of gametime before one gets bored.