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It’s a Game Night where girls play a JRPG that seems to have been inspired by One Way Heroics. I think it works.
The gameplay is very similar to One Way Heroics except streamlines it a bit. Now you have multiple classes instead of just one character. I like how it affects your performance in battle and the environment. The battle system has more depth to it but one hour and a crash is not enough to explore all of it. If I were to have a complaint, the fog is moving too fast immediately at the intro and I have been stuck at the tutorial still trying to figure out the layout of the map.
The graphics display is not functioning properly on battle so it appears awkwardly after. I think the maps are
I would love to finish it but I kept dying to the tutorial and halfway I accidentally used a bomb which made me lose progress.
Total – 63/80
Graphics are from asset packs. The mapping is very sound and looks great to boot. Care has gone in to creating offshoots to tempt you into exploration despite the mist. Other visuals might not fit the style as well but they do add character.
The sound is alright - there's not much in the way of atmospheric sounds, but what is there is used well and fits. The music is much the same - it fits well with the atmosphere the game is trying to sell and while it doesn't stand out, it does the job and doesn't jar.
The writing is decent - no technical faults. The characterisation is okay, though we don't get enough of it to really know the characters that well. The story itself is pretty much framing for the gameplay, which is fine.
Menus look good and you can tell what you're supposed to do. Font is readable.
Gamplay consists of class changing, battling, exploring and racing.
A lot of thought went into creating a game that would force you to think ahead and pick your movements carefully. A mist that insta-kills (thus game overs) you moves across the screen behind you with every step you take, and the idea is to pick and choose what treasures you go after as you move through the stages.
Certain treasures can be taken only by particular classes (locked chests can only be opened by one class, for example, and plants can be harvested at a higher/better rate by another class). This makes it so that you have to aim for what you can actually get in each stage instead of going after everything.
Battles are very craze affairs, with limited skills that can be used to unlock effects in other skills as you go through the battle, and can stack effects on you or the enemy. They're very strategic in nature and while battles last a while (fist shake) they have the dual purpose of giving drops and pushing the mist back a bit.
Classes can be changed and you will eventually get better skills through sticking with one or two.
Bombs explode the game. This is a sad.
...I hate you guys. I love loot. I love exploration. It kills me to leave behind chests and treasure just because some dumb-ass mist is gonna kill me. Also, guess who didn't get the memo about bombs? And didn't save after the first stage so had to redo it?
Its a bit frustrating not being able to get everything on a stage. Games have been continually teaching you to grab everything and going against that hurts a lot, especially the 'what-ifs'.
That said, the game is pretty fun and kind of addictive. I kinda hate it but also like it. I'm so giving you two a stern talking-to after this.
Snatch and grab. Grow and get. Grieve and get outta the way. It works quite well at setting up those themes when it comes to the mechanics. The game could have done with a bit more of a lead-in to explaining stuff - it could have benefited from it by giving some more characterisation to the girls with it, too.
RPG Maker VX Ace
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