Shard of Spring (Apple II)
I have won!
The highlight here is the combat. It uses an "action point" type system where moving, turning, attacking, using items, and casting spells use a certain number of points. Characters can continue attacking as long as they have enough points left, so by the end of the game I was getting 4-5 attacks per round from each character; very satisfying. Magic is interesting in that you have access to all spells in whatever schools a character knows, with each spell having a minimum number of spell points to cast... however, you can spend more SPs to get better results (more damage, etc.).
The dungeons were also fun to explore. They are pretty small, but I did end up mapping a few on graph paper. There's a good mix of random and fixed encounters, and some light inventory-based puzzles. Each dungeon has a "boss." I normally don't care for this, as it feels very artificial (and is often used by developers as a "level check" to prevent low-level parties from getting through) but the bosses here were not really any more difficult that the regular enemies guarding them.
The final dungeon was great, with lots of difficult encounters and a great final battle where you encounter the last boss along with two powerful dragons. I was able to kill the boss with a single spell (using all SPs at once), but the dragons were quite difficult. They ended up binding my two best fighters, and I had no SPs left to free them... it was up to my mediocre last fighter to take both dragons down on his own, and careful use of magic items made it possible. A very satisfying finish!
I went with three fighters and two wizards, and I don't think you'd want to stray from this party. Resting only recovers 5 SPs (!), and you can only rest once per day, so you really cannot rely on magic. This means wizards are very situational and otherwise useless in battle, and you need the three fighters to distract enemies from hunting down your weak wizards. On the other hand, I definitely think you need at least two wizards, as it becomes crucial during the second half of the game to disable enemy spellcasters as quickly as possible.
Like most older CRPGs I've played through, there was no need whatsoever to artificially grind experience or gold. I ended up finishing the game at level 8, while the maximum level is 20. I think the realistic maximum level here would be 9 or perhaps 10, as anything above that would require hours and hours of grinding.
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So, is it good? Overall, I had a good time with this one. It was simple but fun, and I'm glad I gave it a chance past it's somewhat underwhelming first hour or so. You can save anywhere, which made the final castle not as nightmarish as it could have been. Next is to tackle it's superior sequel, Demon's Winter!