Meaning Less
Hello, thanks for taking your time to write a review!
Considering that it is a recent review and there are some points which I believe are not accurate, I am posting a reply rather than a DM so that everyone can read it:
Main problem here is the gameplay, you are forced to slowly drag your way around long, repetitive and hollow dungeons, occasionally being attacked by random enemies in a barebone turn based combat system, rinse and repeat.
Dungeons are not long, they are in fact quite compact and to make sure of that, they are done manually tile by tile, no procedural generation, as such the placement of the rocks and other decals is actually unique (the structure of the wall is not though, there is still some variety and should not be noticeable right away).
I do agree that there is not much going on in the dungeon at first sight, but that is actually how the dungeon is potrayed in the source material... Except it is much bigger there. I still did my best to include events that reward exploration, each event is also unique (although most of them short) and not just a simple "I found 100 valis!".
Some floors are missing events (5,6,7 if I recall correctly) which I had to postpone but they will be added in the near future.
I have already tackled this issue by introducing side quests on R8, although admittely they add quest events on deeper floors (mostly focusing on 8 and 9 right now), but a few make you explore the first floors again as well.
The repetitive aspect is also untrue: The first four floors are meant to look fairly similar in light and texture, but on the fifth and sixth floor things already start to change (albeit slightly), keep going deeper and you will discover that floor 8 already looks drastically different:
With floor 9 also looking slightly different, and floors 10-12 looks once again different.
Monsters are also not randomly added, but they follow a table based on this wiki page:
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exept all of the monsters have 1 or more drop items, the only monster that does not exist as of R8 is the Jack Bird.
I fully agree that the battle system is barebones though, even as of R8 it is still needs an overhaul... I just focused on functionality rather than looks in order to have the player being able to progress towards content, rather than having a full fledged combat system and no content.
However, logic-wise it should not be any different than most Ren'Py battle systems or even RPGM, it is a simple turn based combat system but way more compact: Rather than having to select options from menus or having to access the inventory, all the available options are laid in order at the bottom of the screen.
Companions also work on their own AI based on the character's personality and disposition at that point of the story.
The overhaul will add some eyecandy such as visual effects, sounds and music, and some suggested features (Actions/requests), this was actually discussed a few posts above this.
Of course despite all that, I am sure people would get tired after a few fights or after exploring the same floor more than twice, hence why there is an expedition system to skip floors, and items (Monster Lure/Morbul) to either increase or decrease monster encounters.
Quests are also designed to not make you grind in order to progress, the first quest makes you go to the 4th floor AND kill 10 monsters, by the time you get to the fourth floor (even with a map) you will have killed those 10 monsters.
Dungeons should have been more compact and alive instead of being so long and empty, if the focus of your ecchi game is going to be dungeon exploring at least make it fun.
I already answered to this, but speaking of alive... Since I have mentioned the companions, I should also mention the banter system which is available at the rest points in the dungeon.
There is not much banter yet since at the current stage of the main story, Liliruca is mostly silent and untrusting, but I recently had a few ideas to expand on it even this early in the story.
The story also lacks originality, it just crudely follows the original source.
This is blatantly false, it takes only a few different choices at the beginning to see the story branch differently when compared to the source material.
Even when following a "canon route", you will still be introduced to unique events... Airmid, Demeter, and later on I will need to introduce Artemis.
Without spoiling too much, even Bell's character will change significantly by the time I am done covering the first season material.
it is a downgrade with HS models for people that already know about danmachi and for new people it will just be a bad game since If anything this will just spoil the source material.
All of this is a pretty fair point.
A side story or even an entirely new premise would have been more interesting for fans than a crude remake attempt.
It actually is.
The beginning is the same, but even if you will follow the "canon route" by the end of season 1 material, the game will be different.
The plan is to give more focus to the "hero" thing, and that is mostly to introduce Artemis as part of the main cast.