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Thokeus

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Jan 14, 2025
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This is a weird one.

In some sense it does a lot of things... and then it fumbles on the most basic stuff that's a solved issue in most h games. Utterly baffling.

So this does a interesting take on combat, as well as have levels not give stats (just mp/hp+ skill point), so you are basically always at a "known" level of power at each boss (you get stronger through crafting gear), and grinding only exist for getting the right skills for the right boss for the most part....

Which would be interesting, except that it also means you have basically nothing to do combat wise and each boss is a puzzle boss that "explains" how the characters could be stuck there for like 10 days, but... this is just not fun? There is no "tell" on what type of damage the boss does so you don't know what gear you should be using, and there is just one room for each floor, so you have nothing to do when prepping either. The "one room" thing basically makes it utterly obvious how railoroaded and linear everything is.

You can't even, like, visit the town as far as I can tell. You are always in a scenario where you are pushed toward a linear "nothing to do" game where there is basically no freedom. Hell, you can't even grind for SP/MP/HP, as each floor just give so much more exp than previous one that it's lolno.

So they tried to do an interesting "let's tailor each boss for a specific level of power that's actually kind of hard so that you can sell the problem they'd have beating the dungeon" but they don't seem to, well, have playtested it for fun of the scenario.

Hell, even if you just beeling the ntr route it's just a chore to waste ten days, from what I can tell.

It's weird because a lot of it is high quality, they are just fumbling on the basic of the basic when it comes to "how do you make towns/dungeons not utterly agonising".
 
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