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somefeedbackperson rated Adventure High

A downloadable game for Windows.

Good game although a major bug seemed to prevent me from getting to the ending I was aiming for. I rate the game quite highly on effort alone, it's clear a lot of work and time went into all the different routes and secrets even if they're so esoteric that the game practically requires a walkthrough.


Major bugs:


* When bringing Julia to Jane's room instead of bringing Jane to the library during the heroic route, the game doesn't seem to continue to the ending afterwards. I got the next scene with Victoria (choosing to leave instead of confront her), but once I reached floor 25 nothing else happened. No invasion or anything. The only way that seems to get to the invasion is through the library path where Julia ends up saving Ashley and solving everything herself.


* Characters with automatic combat (trust not high enough for manual command) are unable to take their turns if they're at low stamina (<30?). The progress bar still moves as normal but they are unable to attack or rest even when it reaches zero, meaning they do nothing in combat if they use all their stamina. If their stamina doesn't get too low they're able to rest normally, but they don't seem to try to keep their stamina high enough to avoid this most of the time. This issue becomes especially prominent in mid-late game where allies will blow their entire stamina bar on huge spells.


Minor quibbles:


* The lack of a VN-like backlog is unfortunate if you click past dialogue, especially since dialogue can end up advancing due to clicking during screen transitions.


* Again, the game has some esoteric conditions to progress in certain storylines. Without a walkthrough it seems almost impossible to discover how to progress naturally or even gain enough affection/trust to see stories unrelated to the main plot. I do appreciate the added signposting from Julia which shows that the dev is aware of the issue, but it still seems a little silly that things like Val's romance is said to be "just flirt" while the walkthrough for it says that you actually need to cast the flirt spell (which is not usually unlocked until later in the game due to it needing support proficiency) during a relatively early-game conversation on a specific line of dialogue. In general the fact that entire storylines are missable due to only having one point of entry is a little difficult. I'm still not sure if the fact that Cassandra and Sarah's plotline didn't continue past their fourth conversation in the dungeon for me is because it's bugged or because I missed some mysterious condition.


What I like:


* That said, the spell casting during dialogue system is pretty cool. It does make you feel smart when you do something without it being in the walkthrough just because it makes sense, like healing Cassandra with Boost after dueling her (the game signposts it pretty hard by having her complain about not having a healer if you continue with the conversation, but I did it without seeing the hints on my blind playthrough). Using stoneskin on people posing as furniture is another cool usage which isn't mentioned in walkthroughs.


* Choices mattering is great. Unfortunately there's a huge amount of stuff you miss playing blind, but I was very happy to see that on my first blind playthrough it felt like it really mattered what choice of spell I used to cure Val. I chose Boost because even though it seemed unlikely to work it also was the most harmless first option, and the result made me feel like a pure "good guy" path was actually viable.


* The combat and spell leveling system is actually pretty neat. It's a bit silly but I do like "level up as you use it" systems where you can grind out all the spells by just casting them on a baby slime. It's also kind of genius that taking allies to specific classes can unlock an entirely different school of spells like how Dr. Tiff's class unlocks Cauterize for Sarah or how Jane's class unlocks Harm for the protagonist. Weaknesses and resistances are fun to figure out as well although they could maybe be a little more clear for those less inclined to remember and compare damage of different attacks. Maybe display "WEAK" or something if you hit an enemy's weakness instead of having to remember and compare how much damage you do with different attacks while also taking into account the base strength of each attack given the stamina cost.


Anyway, it was a fun experience that had me exploring secrets for a couple days straight and trying to figure out if anything could ever happen in the kitchen which seems entirely unused. I just wish I could have gotten to the ending.