I decided to rewrite my review, as well as reduce my rating.
Good idea, poor execution.
Fix these easy to fix issues and I will increase my rating based on fixes.
1. You need the wiki to play the game. I'm not saying you should make a full blown tutorial, but not knowing that blunt weapons incapacitate enemies, is terrible design. The weapon description doesn't even tell you. Not knowing about the best shop to sell to being across the continent is annoying AF when you find it out. A simple line of dialogue from a unique NPC could work wonders on informing players about important game mechanics. Rather than just leaving players to figure it out for themself through trial and error. The first 5-10 minutes are critical for game success and player retention. Not finding something out that's a super important mechanic until 12 hours in, after playing through the games tutorial drives away the player base. The tutorial is meant to inform the player of important information, and yours gives them the basics and nothing else. You could explain the POI's on the map, how to capture slaves, or how to get a steady source of income (like the gladiators) to give the player a goal at the start. But no. You give nothing.
1.5 Dialogue changes when you interact. If someone says something and I immediately click "affect" or any option, and then want to go back and see what it said, I'm just a SoL. Cause it changes to something else. That's annoyed me a few times, and might have made me miss important info. (red words)
2. Hovering over stats in character creation for stats you cannot put points into gives a description, but the ones you can put points in doesn't tell you anything. In character creation you should inform the player on what the stats they can upgrade do, before explaining what the ones they can't. Otherwise they don't know what they want to put points into.
3. Unique NPCs should be unique. The random traits on unique NPC's has ruined a few playthroughs. Since you can't train traits onto people as far as I'm aware. You can train/untrain some like submissive, but how do you train daddy issues out. There is no explanation for which ones can be trained or untrained or how to train or untrain them . Mae the little whore NPC can have daddy issues sometimes. I played as a 24 yo when I learned that. Because I was leaving Lovisa as a virgin on that playthrough. But I needed Mae as a floor crawler. Had to restart because I wasn't going to use Piper alone. Or wait for a random female NPC.
4. Random hit chance at high stats is stupid, and you're stupid if you think it's fun. If I have 70 in my melee stat, it shouldn't be a question of if I hit the enemy or not, it should be how much damage I do. The amount of time's I had to save scum just because all 5 member couldn't land a single hit for 4 turns is fucking stupid. And separating strength and accuracy into two separate stats, and calling accuracy "Melee and ranged weapons" leaves room for confusion.
5. Not being able to undo a choice or go back, ruins the experience. It's super easy to accidentally click a button, it's a lot harder to redo the entire event because you missed loot or clicked the wrong dialogue option. The "abandoned building" if you click to loot in the vault and then accidentally click go back, the loot is just gone. Which means you lose it or have to restart from a save. That's just poor design yet again. Because what? The loot isn't on the floor in front of me anymore? It makes no sense logically. I'm sure it's because the loot is random, and not saved in anyway, so closing the menu deletes it, but all you have to do, is remove the RNG from story events. And then it's saved, or make a save state for it once it gets created.
I really wanted to like this game, because it's a cool concept, and I can tell a lot of work was put into it. There are a ton of systems that interact with each other. But it was all wasted because of dumb mechanics that make it impossible to actually get stronger, because of RNG chance, and you can't strategize before you meet people, because they might not be what they are supposed to be. It's less RPG more roguelike/roguelite.
RPG's like Rogue are one time playthroughs, where every mistake could mean the end. That's why they created a new genre for them. RPG's like pokemon and skyrim allow the player to make mistakes and then work elsewhere to undo them. (Aside from legendary pokemon) You can't lose RPG's, you can lose roguelites.
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