An ok game best described as a good joke that overstayed its welcome by a lot. I think ive done 70% of the story, maybe 5-6h. I really don't feel compelled to keep going even if the gave would get full offical translation.
translation fully playable/5
i've been using UI,Shop fix and Alt fix v6. With map locations translated and the markers from quests placed on overworld i've never lost and always got a grip of what my mission is. If i had to name a issue it would be a inconsistency in the Devils and Oni both being referred to as Demons in speech which can cause confusion, especially with the quest needed a "Blue haired demon" since both their B variants are blue. But in general oni = demon and devil for devil.
CG, design 3/5 , variance 2/5, amount 3/5
it looks ok, nothing spectacular. But it's very much using reskins. So human A amd C will have different hair and chest but pose exactly same(for most cases) and its just a matter if its toys/tentacles or a normal male giving the D.
Music -
ok tracks taken from other games, it was very weird hearing zelda BoTW music. It works, no standouts in either regard
Combat, as-a-whole 3/5, complexity 1/5,
The most standard combat you can imagine for a RPGmaker game. Quite boring with nothing challenging. All you need is some money to get a decent magic attack weapon, maybe an armor piece for spells (I recommend wildfire robes in Tartamia) and a big supply of mana potions. Gratulations. Combat is now just holding the confirm key and chugging potions when needed. Even more trivialized when you find the fallen angel rod which has no element, which means it does full dmg to everything. The saving grace is that combat is so fast you can finish a battle within 15 seconds.
Systems, 2/5
lets talk about them individually, there is a TL;DR at end of each paragraph
1: theres some endgame optional(I presume) bosses with static health but every other encounter will scale with your party level, this means grinding but not getting gear will screw you, badly. I really hate these systems. Its not even triggered by a world altering event, it just happens the moment both party members reach level 3. Its kinda needed given how much you traverse back and forth on the world but its really not creating any extra engagment. TL;DR world level scales with party level. Combat is always the same from start to end, fairly dull.
2: The slave system is very barebones. You beat a "Slave encounter" and capture a male or female unit based on their overworld sprite then its just converted into an item to either be sold at specific markets (farms for males, brothels for females) or given to complete requests. There are some set spawns in the world and every ingame week 4 4andom locations seen from the guild board spawn a female slave. Theres no interaction with them once beaten and they are hardly different from other tradegoods like sardines or wine beyond their use for quests and CG. TL;DR the slave system basic and provides nothing. You can change it to rare monster parts and there would be no difference.
3: every week some towns have good harvest meaning their produced wares are sold for cheap and exotic goods will be bought for high prices, while other towns get recession and do the opposite. It makes for a basic but ok bartering and trading system going from town to town. Very trivialized when you got some portals active, probably the best bit for feeling your progress with the game. TL;DR trading for money is viable, and maybe the best part
Extra thoughts
Dungeons are too long. Given the unintersting combat and world scaling its very likely you are gonna sprint from start to end of 80% of the dungeons, and then they take like 20-30 mins to also grab chests. My next objective was to visit the dragon nest, but given that all i do now is run through a cave dodging everythign and wait for random spawns to finish requests im not feeling any interesting in continuing.
2.8/5 for being ok the first 4-5 hours.
Disappointingly lack of use on the theme for more mechanics.
translation fully playable/5
i've been using UI,Shop fix and Alt fix v6. With map locations translated and the markers from quests placed on overworld i've never lost and always got a grip of what my mission is. If i had to name a issue it would be a inconsistency in the Devils and Oni both being referred to as Demons in speech which can cause confusion, especially with the quest needed a "Blue haired demon" since both their B variants are blue. But in general oni = demon and devil for devil.
CG, design 3/5 , variance 2/5, amount 3/5
it looks ok, nothing spectacular. But it's very much using reskins. So human A amd C will have different hair and chest but pose exactly same(for most cases) and its just a matter if its toys/tentacles or a normal male giving the D.
Music -
ok tracks taken from other games, it was very weird hearing zelda BoTW music. It works, no standouts in either regard
Combat, as-a-whole 3/5, complexity 1/5,
The most standard combat you can imagine for a RPGmaker game. Quite boring with nothing challenging. All you need is some money to get a decent magic attack weapon, maybe an armor piece for spells (I recommend wildfire robes in Tartamia) and a big supply of mana potions. Gratulations. Combat is now just holding the confirm key and chugging potions when needed. Even more trivialized when you find the fallen angel rod which has no element, which means it does full dmg to everything. The saving grace is that combat is so fast you can finish a battle within 15 seconds.
Systems, 2/5
lets talk about them individually, there is a TL;DR at end of each paragraph
1: theres some endgame optional(I presume) bosses with static health but every other encounter will scale with your party level, this means grinding but not getting gear will screw you, badly. I really hate these systems. Its not even triggered by a world altering event, it just happens the moment both party members reach level 3. Its kinda needed given how much you traverse back and forth on the world but its really not creating any extra engagment. TL;DR world level scales with party level. Combat is always the same from start to end, fairly dull.
2: The slave system is very barebones. You beat a "Slave encounter" and capture a male or female unit based on their overworld sprite then its just converted into an item to either be sold at specific markets (farms for males, brothels for females) or given to complete requests. There are some set spawns in the world and every ingame week 4 4andom locations seen from the guild board spawn a female slave. Theres no interaction with them once beaten and they are hardly different from other tradegoods like sardines or wine beyond their use for quests and CG. TL;DR the slave system basic and provides nothing. You can change it to rare monster parts and there would be no difference.
3: every week some towns have good harvest meaning their produced wares are sold for cheap and exotic goods will be bought for high prices, while other towns get recession and do the opposite. It makes for a basic but ok bartering and trading system going from town to town. Very trivialized when you got some portals active, probably the best bit for feeling your progress with the game. TL;DR trading for money is viable, and maybe the best part
Extra thoughts
Dungeons are too long. Given the unintersting combat and world scaling its very likely you are gonna sprint from start to end of 80% of the dungeons, and then they take like 20-30 mins to also grab chests. My next objective was to visit the dragon nest, but given that all i do now is run through a cave dodging everythign and wait for random spawns to finish requests im not feeling any interesting in continuing.
2.8/5 for being ok the first 4-5 hours.
Disappointingly lack of use on the theme for more mechanics.