I love the premise and context for the Dark Fantasy world which was created here, it really nailed that AOT or GOT vibe of a world where the audience is in a meat grinder that tears through ordinary people.
Once the actual 'Parasite' from the title took over, however; for me the narrative sort of lost it's bite and became pretty cookie-cutter genre fluff. And of course, it's early days yet, but I wonder if some of that really solid tension from the intro can even be summoned again; you know, now that our heroes are invincible mega-monster killing machines.
I also worry about the turn-based combat, which seems to lack significant depth and be fairly robotic. And I'm not talking the animations, which are obviously slow on account of being placeholder. (I'm not so much of a bore to make fun of early development animations) I'm rather noticing the actual static nature of the combat encounters themselves. All attacks have a rigid value of damage that they always do, making encounters a simple game of mathematics rather than a encounter driver by luck and tactics.
Combat feels like the most boring part right now, and I'm a huge CRPG fan; turn based combat should be my catnip.
The H elements are slow-paced for the moment, and the slower burn should theoretically lead to more meaningful scenes. Again, it's early days so all I can for now is that I like the artwork. Which is about the same for the action scenes. Art work is solid, I'm more here for the world building at this point.
The good news is that this is still in early flux development and could evolve in any direction. I genuine think the basis for this game make for a fertile and interesting baseline across a sea of cut-and-paste scenario games. If the Dev can manage to capture and distil that essence going forward, there will be a special and unique little game here.
Once the actual 'Parasite' from the title took over, however; for me the narrative sort of lost it's bite and became pretty cookie-cutter genre fluff. And of course, it's early days yet, but I wonder if some of that really solid tension from the intro can even be summoned again; you know, now that our heroes are invincible mega-monster killing machines.
I also worry about the turn-based combat, which seems to lack significant depth and be fairly robotic. And I'm not talking the animations, which are obviously slow on account of being placeholder. (I'm not so much of a bore to make fun of early development animations) I'm rather noticing the actual static nature of the combat encounters themselves. All attacks have a rigid value of damage that they always do, making encounters a simple game of mathematics rather than a encounter driver by luck and tactics.
Combat feels like the most boring part right now, and I'm a huge CRPG fan; turn based combat should be my catnip.
The H elements are slow-paced for the moment, and the slower burn should theoretically lead to more meaningful scenes. Again, it's early days so all I can for now is that I like the artwork. Which is about the same for the action scenes. Art work is solid, I'm more here for the world building at this point.
The good news is that this is still in early flux development and could evolve in any direction. I genuine think the basis for this game make for a fertile and interesting baseline across a sea of cut-and-paste scenario games. If the Dev can manage to capture and distil that essence going forward, there will be a special and unique little game here.