Main impression: Feels like the devs cares more about enabling the players to enjoy the game than making the players "earn" the fun. Play time is not artificially inflated with filler dialogue, and the little grinding required can be skipped if you don't play on the highest difficulty.
Art: You can see the CGs from the screenshots, but what you don't know is that the quantity is through the roof. You get a metric fuckton of them.
Gameplay: Combat is about what you'd expect from a AAA RPG game. Complex interactions between different spells, no best-in-slot strategies that lets you create your own playstyle, and customizable stats to a very large degree that actually does affect how you approach combat.
There's very little grinding involved, despite what a few reviews claimed. Combat requires you to use your brain, you only need to grind if you fail that. But even then, that only applies to the higher difficulties; if you want neither grind nor strategy in your game, you can always play on lower difficulties, the full content's available at any difficulties.
A good chunk of the game is designed with a very generous day limit in mind, but you can switch off the day limit and set event progression to manual instead of progressing on set days.
Writing: The story's really good. Characters feel alive with their own stories. Unlike most side characters in other games, they actually have a personality. The story's mainly focused around less than 10 characters, so they each get enough love for you to care about them.
QOL: The quest log has very clear instructions for all main quests and most side quests, and even has a built in true ending checklist that you can turn on whenever you want.
Built in movespeed can be toggled, and the upper limit is way faster than anyone sane could handle, so you'll never need to speedhack the game to enjoy it.
And despite multiple playthorughs, I haven't found a single bug yet.
This game is a joy to play.
Art: You can see the CGs from the screenshots, but what you don't know is that the quantity is through the roof. You get a metric fuckton of them.
Gameplay: Combat is about what you'd expect from a AAA RPG game. Complex interactions between different spells, no best-in-slot strategies that lets you create your own playstyle, and customizable stats to a very large degree that actually does affect how you approach combat.
There's very little grinding involved, despite what a few reviews claimed. Combat requires you to use your brain, you only need to grind if you fail that. But even then, that only applies to the higher difficulties; if you want neither grind nor strategy in your game, you can always play on lower difficulties, the full content's available at any difficulties.
A good chunk of the game is designed with a very generous day limit in mind, but you can switch off the day limit and set event progression to manual instead of progressing on set days.
Writing: The story's really good. Characters feel alive with their own stories. Unlike most side characters in other games, they actually have a personality. The story's mainly focused around less than 10 characters, so they each get enough love for you to care about them.
QOL: The quest log has very clear instructions for all main quests and most side quests, and even has a built in true ending checklist that you can turn on whenever you want.
Built in movespeed can be toggled, and the upper limit is way faster than anyone sane could handle, so you'll never need to speedhack the game to enjoy it.
And despite multiple playthorughs, I haven't found a single bug yet.
This game is a joy to play.