Gud girl.
It's not that weird when you consider that the game was built for consoles where you use a dedicated button to go back to the home screen and turn off the game from there.Not exit button from the game. Weird
It's not that weird when you consider that the game was built for consoles where you use a dedicated button to go back to the home screen and turn off the game from there.Not exit button from the game. Weird
I was looking forward to this. Too bad it is popamole shit.
It's fun so far.
- You build your main char, go around some until you find the 1st camp, then build 5 other chars. Fully customizable with the usual types of character classes.
- You have to build doors and later ladders and other types of environmental stuff to progress in the game, you do this via a resource you get by destroying useless items
- Pretty easy so far. You have fixed battles, some of which regenerate whenever you enter and then leave camp again, and random battles (very low encounter rate at the moment)
- Levelling up happens pretty fast so far, you get 1 attribute point per level up (standard attributes you have in any RPG) and also skills points to level up those as well. Sorcerers/Clerics have their spells, fighters special attacks that are basically the same as spells, both use up MP
- There's a mechanic where you main char can activate 1 of 3 effects per battle per rounds (High defense, Spells/Skills don't cost MP or high evasion, or alternatively you can recharge one of those again)
- Per each level there's a monster that once killed activates the light on each level and supposedly lowers the encounter rate as well
- Fixed monsters, chests, NPCs are all marked visually in the 3d view
- You have a minimap and can open a pretty exhaustive automap, but no way to make notes (not that I have needed that so far)
- HP, MP and so on get replenished when you enter the camp
- No exit button from the game. Weird
- Controls are the usual gamepad stuff you expect from a console crawler
- Plot so far has a bit of a horror vibe (you get stuck in the Yomi dungeon, the portal doesn't work and everybody at camp 2 and your initial team got butchered by monsters)
Because most of their sales are from switch and that is a casual audience.Why in the hell even go through the effort of making a DRPG if you're going to just make it easy as fuck? I cannot fathom how a group of people who dedicate their lives to making a dungeon crawler for a year or two would be alright with illegitimatizing their game in such a way. It just boggles the mind.
Such a waste of potential.
They are cheap casuals.Implying pc crowd are not kazuls.
Yeah, of course a part of me would want to concede to the fact it's all motivated by monetary concerns, but when you're dedicated to such a niche genre, you would think the passion of that would encourage a certain faithfulness to what you're creating.Because most of their sales are from switch and that is a casual audience.
Pc barely accounts for anything.
Japan hasn't learned what western wargames learned.Keep the complexity up the price and don't over saturate your niche.Yeah, of course a part of me would want to concede to the fact it's all motivated by monetary concerns, but when you're dedicated to such a niche genre, you would think the passion of that would encourage a certain faithfulness to what you're creating.Because most of their sales are from switch and that is a casual audience.
Pc barely accounts for anything.
That's the only place my confusion comes from.
Why in the hell even go through the effort of making a DRPG if you're going to just make it easy as fuck? I cannot fathom how a group of people who dedicate their lives to making a dungeon crawler for a year or two would be alright with illegitimatizing their game in such a way. It just boggles the mind.
Such a waste of potential.