v1.0.2
"Grind is not a bug. It's a feature!"-the game. Probably.
You know, the concept itself was really interesting: a slow but detailed corruption mechanic half and another half with your quality RPG Maker affair.
But god damn, the second part drags this game down so so much. And the worst thing: Both parts are intertwined. At the halfway mark corruption progress stops until you've caught up in the RPG half. If you've been playing like me, said "F RPGs I had my share. Give me corruption only!" then congratulations! You've basically build yourself into a wall and might as well start over doing both halves of the game simultaneously.
There is no progression here without also grinding the god-awful RPG elements of this game. And they are god-awful. Holy hell. This is a prime example of walkthroughitis where the dev never even realized that the way they've grown used to play (that is to say optimally with all the knowledge about when and what skills to prioritize, where to get the good loot and how to set themselves up) is an asinine expectation to have of your average player.
Wanna figure out where to go? Unsure if you can take an encounter? Unsure if you're even supposed to be here? This game's solution: Run into a wall, see if it sticks. It doesn't? Tough luck, run back where you died last time, brute force your way through by removing your collar - rinse and repeat. All this back and forth of dying 3 steps further down this stupid forest is just terrible game design.
I'm sure more advanced players that have adapted to this game's, let's call them idiosyncracies, will tell you otherwise with loads and loads of hints and a suggestion for a potential build. Like "Buy 3 ropes, learn flame and keep 6 MP handy. You'll need them to progress here". Yeah, good luck finding that one out by yourself.
You can play on the easiest difficulty and still have to engage your brain constantly just to survive encounters. So what you do is clear the map bit by bit while having to retrace your steps again and again. And the game is clearly designed to be this way. You'd think all those optional paths and possibilities of brute forcing encounters were a good thing. But no; this game lacks all the necessary convenience features and progression hints that could make such a system work. It just doesn't. You either spend a lot of time gathering all the items you MIGHT need whenever you enter a new area and prey to god that the encounter is survivable, or you bash your head against the wall until you're done.
The game also commits the cardinal sin of having a terrible leveling system. As in, there is none - at least not really. After hours of grind I had reached level 4. My party members were at level 3 and one at four.
What you're supposed to do to level is to battle monsters, collect random stuff and grind gold to then go to the local blacksmith and fuse that stuff into your equipment. On the way you'll check every nook and cranny - talk to each and every NPC in the hopes of finding someone that teaches you magic or skills. Which, of course, usually cost time bringing your entire gameflow to a grinding halt. Nevermind spawning in the middle of nowhere and having to run back to wherever you were interrupted last - but I think I've covered that enough by now.
You can get EXP through one-time quests or a laughably measly amount through certain day actions. But like so much in this game - it's tied to skipping to the next day. Like seriously - was wasting the player's time a requirement for this game? Is grind a feature, not a bug?
Some of the map design is just bad. It might look nice, but it plays terrible as it confounds the aforementioned issues of constant resets. There are so many corners and bottlenecks in a lot of these maps that movement never felt fluid. Places you want to go to do stuff are across half the map.
There is no indication of completed quest markers.
The game has a compendium of people, but if you're like me and at some point you just skip through the text, it is utterly useless. I gotta talk to John? Sure, I totally know who that is. And thanks for the picture! It's generic RPGMaker Dude #14! Thanks for telling me where to find him game!
I threw in the towel at the festival boss fight running straight into a wall a dozen times ON THE EASIEST DIFFICULTY WITH MYSELF IN SWEATY RPG HARDCORE GAMER MODE! And reloading the save I made an hour ago going through the same bearable RPG Maker gameplay just wasn't that appealing. To be fair about the area: The idea and concept behind the area was nice. But holy hell does it drag. And god forbid you're not prepared for what is to come - or know the perfect setup while also not having progressed so far into the corruption aspect that you've basically permanently debuffed yourself. Back to your save you made an hour ago. Isn't this fun?
There is story or worldbuilding here - be prepared to read novels worth of text. I couldn't be bothered at some point. At least the writing is good - there's just far too much of it. And it gets too wordy at some point. Well, basically everywhere. And just for the record - I hate the heroine. Smug self-righteous Mary Sue nerd. So at least corruption feels good. Just a shame that the villains are not much more likeable either. Or memorable.
This really hurts to say cuz the passion of the dev is clearly there, but they don't seem to understand the first thing about balancing, hassle free RPGMaker mechanics or how to implement QoL features. I'd advise anyone that respects their time to stay away.
I gave a very subjective 2 Star for how much this game let me down after having invested hours of thankless grind hoping to get on with the part I was interested in: the slow corruption. At least with games that are advertised to be without a soul you know what you get. Here, all you get after hours of grind is the creeping realization that you've built yourself into a corner 2 hours ago and might as well restart the game again. Easy mode certainly isn't going to help you.
"Grind is not a bug. It's a feature!"-the game. Probably.
You know, the concept itself was really interesting: a slow but detailed corruption mechanic half and another half with your quality RPG Maker affair.
But god damn, the second part drags this game down so so much. And the worst thing: Both parts are intertwined. At the halfway mark corruption progress stops until you've caught up in the RPG half. If you've been playing like me, said "F RPGs I had my share. Give me corruption only!" then congratulations! You've basically build yourself into a wall and might as well start over doing both halves of the game simultaneously.
There is no progression here without also grinding the god-awful RPG elements of this game. And they are god-awful. Holy hell. This is a prime example of walkthroughitis where the dev never even realized that the way they've grown used to play (that is to say optimally with all the knowledge about when and what skills to prioritize, where to get the good loot and how to set themselves up) is an asinine expectation to have of your average player.
Wanna figure out where to go? Unsure if you can take an encounter? Unsure if you're even supposed to be here? This game's solution: Run into a wall, see if it sticks. It doesn't? Tough luck, run back where you died last time, brute force your way through by removing your collar - rinse and repeat. All this back and forth of dying 3 steps further down this stupid forest is just terrible game design.
I'm sure more advanced players that have adapted to this game's, let's call them idiosyncracies, will tell you otherwise with loads and loads of hints and a suggestion for a potential build. Like "Buy 3 ropes, learn flame and keep 6 MP handy. You'll need them to progress here". Yeah, good luck finding that one out by yourself.
You can play on the easiest difficulty and still have to engage your brain constantly just to survive encounters. So what you do is clear the map bit by bit while having to retrace your steps again and again. And the game is clearly designed to be this way. You'd think all those optional paths and possibilities of brute forcing encounters were a good thing. But no; this game lacks all the necessary convenience features and progression hints that could make such a system work. It just doesn't. You either spend a lot of time gathering all the items you MIGHT need whenever you enter a new area and prey to god that the encounter is survivable, or you bash your head against the wall until you're done.
The game also commits the cardinal sin of having a terrible leveling system. As in, there is none - at least not really. After hours of grind I had reached level 4. My party members were at level 3 and one at four.
What you're supposed to do to level is to battle monsters, collect random stuff and grind gold to then go to the local blacksmith and fuse that stuff into your equipment. On the way you'll check every nook and cranny - talk to each and every NPC in the hopes of finding someone that teaches you magic or skills. Which, of course, usually cost time bringing your entire gameflow to a grinding halt. Nevermind spawning in the middle of nowhere and having to run back to wherever you were interrupted last - but I think I've covered that enough by now.
You can get EXP through one-time quests or a laughably measly amount through certain day actions. But like so much in this game - it's tied to skipping to the next day. Like seriously - was wasting the player's time a requirement for this game? Is grind a feature, not a bug?
Some of the map design is just bad. It might look nice, but it plays terrible as it confounds the aforementioned issues of constant resets. There are so many corners and bottlenecks in a lot of these maps that movement never felt fluid. Places you want to go to do stuff are across half the map.
There is no indication of completed quest markers.
The game has a compendium of people, but if you're like me and at some point you just skip through the text, it is utterly useless. I gotta talk to John? Sure, I totally know who that is. And thanks for the picture! It's generic RPGMaker Dude #14! Thanks for telling me where to find him game!
I threw in the towel at the festival boss fight running straight into a wall a dozen times ON THE EASIEST DIFFICULTY WITH MYSELF IN SWEATY RPG HARDCORE GAMER MODE! And reloading the save I made an hour ago going through the same bearable RPG Maker gameplay just wasn't that appealing. To be fair about the area: The idea and concept behind the area was nice. But holy hell does it drag. And god forbid you're not prepared for what is to come - or know the perfect setup while also not having progressed so far into the corruption aspect that you've basically permanently debuffed yourself. Back to your save you made an hour ago. Isn't this fun?
There is story or worldbuilding here - be prepared to read novels worth of text. I couldn't be bothered at some point. At least the writing is good - there's just far too much of it. And it gets too wordy at some point. Well, basically everywhere. And just for the record - I hate the heroine. Smug self-righteous Mary Sue nerd. So at least corruption feels good. Just a shame that the villains are not much more likeable either. Or memorable.
This really hurts to say cuz the passion of the dev is clearly there, but they don't seem to understand the first thing about balancing, hassle free RPGMaker mechanics or how to implement QoL features. I'd advise anyone that respects their time to stay away.
I gave a very subjective 2 Star for how much this game let me down after having invested hours of thankless grind hoping to get on with the part I was interested in: the slow corruption. At least with games that are advertised to be without a soul you know what you get. Here, all you get after hours of grind is the creeping realization that you've built yourself into a corner 2 hours ago and might as well restart the game again. Easy mode certainly isn't going to help you.