Good ideas and bad ideas make it from a decent game to a bad one...
they're mixed together with translation oddities, so it makes it even harder to justify playing or recommending:
Instead of Gold or EXP, there's a mixed point system to be used exactly how you want
Now only the bad:
There are some untranslated menus and some boxes shift to obscure others; Monsters have incredibly inconsistent damage;
Bosses are slow and boring to fight.
More bad than good, is boring and unrewarding.
For not being intentionally awful, but still incompetent 2/5
they're mixed together with translation oddities, so it makes it even harder to justify playing or recommending:
Instead of Gold or EXP, there's a mixed point system to be used exactly how you want
BUT stat increases do not show price;
Renewable items scattered around, encouraging combat, BUT they're weak and makes the consumable shop worthless;
Infinite sustainability using out of combat skills, BUT it makes combat annoying and restoration items useless (since they're not good enough to match skills in or out of combat);
Clothing damage system, BUT it doesn't do anything (or at least doesn't do enough to be noticeable) + and requires a shop-only item to be restored
Easy to navigate: no ambiguous blockages, blue zones transition areas, BUT THE SAME PATH HAS BEEN USED 5 TIMES- explore it, reach some goal, get sent back and return for the next goal;
There's multiple H-stats, BUT the only not pathetic loss way to see them is triggered by one attack- tentacle bind, that's it, lose for the rest;
There's an item that can give you passive points (from walking), BUT it's 100x times easier and rewarding than any doing anything else...
Now only the bad:
There are some untranslated menus and some boxes shift to obscure others; Monsters have incredibly inconsistent damage;
Bosses are slow and boring to fight.
More bad than good, is boring and unrewarding.
For not being intentionally awful, but still incompetent 2/5