This is such a frustrating game to review. High quality writing and content marred by good intentions that led to a terrible game experience. This review will parrot what many others have already said.
The world building, characters and dialogue are intelligent, interesting and high quality. You are easily sucked in.
The game's biggest failing is the convoluted handling of much of its content. Things you do or do not do can screw you over severely - often much later in the game, leaving you with a bitter taste and feeling miserable that you've overwritten all saves a dozen times over and thus don't even have the chance to load an earlier save without throwing away a huge time investment.
Secondly, the game is intended to be tightly balanced all the way through. There is no way to grind for levels or gear and thus no way to trade your time grinding for levels instead instead of struggling with combat encounters you might find difficult.
These two design decisions drive the player to keep a walkthrough open at all times to make sure content isn't missed, you aren't screwing yourself over by not collecting any of the limited xp or similar. The walkthrough becomes a script that you as a player merely act out in RPGM, and the game becomes, in effect, a kinetic novel with a buttload of superfluous clicks.
The world building, characters and dialogue are intelligent, interesting and high quality. You are easily sucked in.
The game's biggest failing is the convoluted handling of much of its content. Things you do or do not do can screw you over severely - often much later in the game, leaving you with a bitter taste and feeling miserable that you've overwritten all saves a dozen times over and thus don't even have the chance to load an earlier save without throwing away a huge time investment.
Secondly, the game is intended to be tightly balanced all the way through. There is no way to grind for levels or gear and thus no way to trade your time grinding for levels instead instead of struggling with combat encounters you might find difficult.
These two design decisions drive the player to keep a walkthrough open at all times to make sure content isn't missed, you aren't screwing yourself over by not collecting any of the limited xp or similar. The walkthrough becomes a script that you as a player merely act out in RPGM, and the game becomes, in effect, a kinetic novel with a buttload of superfluous clicks.