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(2 edits) (+1)

Foreword / Disclaimer

I recorded a couple hours of gameplay footage for demonstrative purposes. Unfortunately, when the game client is changed to Fullscreen, it is no longer considered part of the designated display in OBS / Windows, so my recordings only captured audio along with a “frozen” image of the Options menu. This also means I won’t be able to provide specific details (including screenshots) of certain things I will be referring to in the write-up.

While I imagine this is an engine issue – though I am unsure which specific game engine this is built in – I’d consider it a reasonably high priority to fix, to ensure LP-ers and streamers don’t run into the same problem. I imagine a workaround to this would be to manually resize the game window instead of using the fullscreen option, but I just simply didn’t anticipate that being necessary. On a related note, the game client hijacks all mouse functionality when in Fullscreen mode, which results in a few extra steps when trying to exit out of the game.

Visuals

The general visual style of the maps and windows is appealing. Character portraits look very old-school and some of the parts vary quite a bit in terms of quality. Enemy sprites I am not a fan of stylistically, though they are competently drawn and align with the game’s dark / dungeon crawler aesthetic.

The lack of attack and spell animations is somewhat disconcerting, and icons are somewhat awkwardly placed and hard to differentiate during battle. I get that many early PC and console dungeon crawlers didn’t use animations (or reserved them for very special effects, like the original Phantasy Star did IIRC), but this is one aspect of the retro aesthetic I could do without; it makes it more difficult to parse what is happening in battle, and takes away the “impact” from certain skills. Particularly with how “squishy” most player characters are, I would like to be able to more easily see who is getting attacked, and by what. Since a lot of offensive skills (the majority I’d wager?) inflict status ailments, I found myself wishing for more digestible ways to see what states each actor and enemy have, as well as what those states do.

I’m not a fan of back row enemies being partially obscured by the front row. I get why this is done in a front-view / first person system, but it just makes the game interface and combat targeting feel awkward. (more about this when I get to controls)

I am not keen on how NPCs are just regular “search here” icons on the map rather than being full sprites – it doesn’t feel like an homage to old school technical limitations but rather more like a series of placeholders. It also makes the base map initially more confusing than it needs to be (though after a bunch of return trips you start to memorize the layout).

Audio

The map music is ambient and not particularly memorable. It’s not bad per se either, though the Subway track might be more interesting than the Hospital track, and you spend a lot of time in the Hospital stumbling through the map since there’s a very big jump in terms of complexity from the prologue to the first “real” dungeon, so it can get repetitive. I think the Base music is fine – it is very reminiscent of TES: Arena for some reason, possibly the samples used?

I’d like the sound design to be a bit more dynamic overall. What music is present adds some mood / tension but could go a lot further to enhance the experience; for example, I don’t remember if there is no regular battle music or if it’s just extremely subtle. Sound effects seemed generally in line with what I’d expect from a retro game.

Story

The world building seems fairly extensive, and I think the twists on both magical girls and magic-as-science are well done. I had a feeling that the Hate was named as a sort of socio-political commentary, and this was sort of evidenced further by one character’s dialog about how trans persons had been poorly treated historically. I am not sure if the magical girl transformations are intended as allegorical to other transitional experiences, but perhaps that is explored more later.

The dialog is competently constructed (I didn’t spot a single grammatical error or typo) but I feel like we only scratched the surface of having a full plot structure. That is OK, mind you – for a dungeon crawler, just having a justification to jump into the dungeon is fine, provided we uncover more lore / backstory / etc. later. I also felt like there was a bit of a lack of character voice – I don’t think I would be able to differentiate each NPC’s personality from one another’s without the context of A) what their job is, or B) what other characters have said about that person in their various dialog options.

There’s a few points where it is just a tiny bit too close to “wall of text”, which I think would be partially mitigated by having NPC sprites that had simple animations or something.

Gameplay

I love the create-a-character system. Party building is one of the most fun parts of CRPGs in my opinion, though occasionally that leads to a misfire like Drakken where building the team is more satisfying than actually going on the adventure with that team. While that wasn’t the case here, I did come away feeling like the game really wanted you to start with the default party, at least on a first run, as there wasn’t as much detailed game information as I would have liked to understand the choices I was making during char gen. So while the party builder is a highlight, it could also frustrate players that end up making sub-optimal choices (which seemed very easy to do, by the way, given how some of the Class and passive ability combinations had little to no synergy).

Equipment requirements being “soft”, resulting in attribute penalties rather than just being unable to use the item, seemed cool in practice but I don’t think I ever utilized that system. Without knowing more about how the various numbers and calculations work and being a risk-averse player in most cases, I didn’t feel like taking a chance with -10 Defense to gain +2 Armor, or whatever the case may be. On that note, is Defense just what other game systems call Evade? Or do they both influence incoming damage from physical? In the brief time I hung out on Hythrain’s stream of the game (I ducked out early due to wanting to play this game as “blind” as feasible), I noticed he had a lot of questions about stat abbreviations; though I was able to intuit what most stat abbreviations meant, I still didn’t feel like I knew what the actual effects of said stats were in many cases.

Balance is probably the biggest pain point for me with this game right now. Magic-users’ regular weapons deal near-insignificant chip damage, and their MP pools are very shallow considering the sheer number of enemies faced and how many hits each one takes to bring down. At the same time, player health pools are balanced on a razor’s edge; if an attack can successfully get through a target’s mitigation, it hurts a LOT, with magic attacks quickly taking down front row characters and physical skills often two-shotting the back row (thankfully comparatively few seem to have adequate range, but back row members are nonetheless always in danger of being sniped). A single dog-pile turn on any character (except maybe basic physical attacks against a heavy armor user) will result in a KO, which feels really bad when you had just set foot inside the dungeon again, after having left to restore everyone to full.

This leads me to the economy. I like the fact that it isn’t money from a narrative standpoint, even though Rem functions as money from a utilitarian sense – however this creates a bit of dissonance to me just because of how difficult it is to build and maintain any reserve of Rem while having to pay out frequent tolls of 30 or 60 bucks (though after a while I started save-scumming to avoid taking full party wipes, to be honest). Healing items cost a staggering amount of money for what they do, incremental upgrades cost about as much as you’d make from an entire dive of the hospital (barring the good fortune of locating a treasure box or two), and the player very quickly runs out of cheap upgrades to enable them to maintain a sense of progression and momentum.

This would not be quite as much of a friction point if not for the slow levelling. In the roughly 2 hours I played Minerva Labyrinth I only leveled up once, and that was from the first boss. It wouldn’t surprise me if, despite showing Exp after each fight, the actual level ups were somehow tied to story or exploration milestones, because I spent ages at level 2, only accumulating small upgrades through the occasional item find or shop visit. Encounters simply didn’t seem to yield enough experience to matter (and I don’t recall being able to see my Exp to next level shown anywhere). I also can’t be sure due to the loss of game footage, but it seems like stat increases from level are very small or non-existent. This isn’t necessarily a problem, though having that information might influence how a player does their initial party configuration – for example, if we know that END never increases, then we can plan accordingly during character generation, and not (for example) expect for our medium armor wearer to eventually graduate to heavy armor, as they do in many RPGs.

Skill design felt solid to me for the most part, with none of the skills in my chosen party (War, Moon, Earth, Storm, and Hunt) coming across as lacking a use case, though the specific numbers sometimes felt “off”. In particular I felt like War – or perhaps just greatsword users in general – dealt substantially more damage than other melee classes, and in fact their basic attacks were about on par with Moon or Hunt’s skills. I did like how the Hunt skills were designed around applying and managing debuffs, while the Moon skills worked predominantly with MP recovery; Storm and Earth didn’t use mechanical congruence but instead had abilities that felt “on flavor” for their respective elements, and I felt those were well conceptualized also. I should add that the DoT skill from Storm was very powerful, and it was welcome for the damage proc to occur before an enemy acted, which could sometimes finish them off and thus prevent incoming damage.

UI and Controls

The default enemy targeting scheme feels backwards to me: up / down would intuitively change rows and left / right would intuitively change targets within a row, IMO. This is an opinion / preference thing and in any case, I believe it can be changed but felt worth mentioning since I found myself frequently fumbling when trying to target the back row of an enemy group.

It took me a while to understand the various menu hotkeys (playing on an X Box 360 controller by the way, I should have mentioned that before!) and it seemed easier to just go to the main menu by pressing Start. This may be less of an issue on keyboard, where the default key binds would ideally make sense as a sort of mnemonic device to help the player remember (M for Map, etc.) I didn’t think to try that as I eventually got acclimated to the controls well enough anyways.

Map movement itself felt fairly responsive, and the addition of sidestep / strafe keys was quite welcome. Some of the glyphs on the minimap were a tiny bit odd (letters instead of icons for example) but it didn’t hurt anything in terms of readability. Just having a minimap is certainly an upgrade from some of the very old-school dungeon crawlers, after all!

Closing Thoughts

I did enjoy my time with this game overall. The core gameplay loop felt satisfying and I think it could end up being quite addictive with some of the details and balancing tuned just a bit more. The cycle of exploring, returning to town to recharge, and upgrading before going on the next dive did remind me a bit of the SNES game Arcana, now that I think about it further. The experience wasn’t quite compelling enough for me to clear the entire hospital dungeon, but I am confident audiences looking for a crunchy dungeon crawler will be engaged.

(6 edits) (+1)

Thank you for the detailed feedback, and I'm sorry you didn't find it engaging enough to continue.  A few responses:

  • The issue with screenshotting/recording exclusive fullscreen is a Windows issue; I'm not sure why exactly, but I've looked into it before and have seen it occur with many applications, including AAA games.  There is however an engine issue at play here, which is that Godot for some reason automatically makes an application running at full native resolution exclusive, not windowed.  The workaround to achieve windowed fullscreen is to set the window at 1px smaller - but the problem with that is that on a 16:9 display, this drops integer scaling down to the next lowest level, causing the effectively fullscreen application to run letterboxed and possibly show a pixel of desktop at the bottom.  This is maybe less of a concern than it was originally, since I now have integer scaling turned off by default.  I can look into adding a windowed option.  I've found that pointing OBS to the display device rather than the application allows it to record properly, which is how I captured my own footage.
  • I am not sure what you mean by hijacking mouse functionality.
  • The lack of things like distinct field icons and attack animations is not homage, but compromise.  This is simply due to the limits on my time and artistic skill, though I also view attack animations in general with skepticism because they can easily make combat drag.  I can't draw and animate everything that I would like to, let alone draw them well and position them convincingly and visibly (consider a lever or magic mouth on a wall, for instance), so I have focused on what I can get the most mileage out of and leaned on flavor text to help fill in the imagination gaps.  This frankly doesn't bother me as a player (even Experience does this), but I recognize that it won't be to everyone's taste.
  • The status option in combat shows active effects for all combatants.
  • Defense is primarily evasion, but in practice can also reduce damage taken from hits, as crit damage is based on the margin of success of the attack roll.  Armor is a straight subtraction from all damage.  The help screen gives a rundown of what all the stats do.
  • What you say about the slow leveling, tight economy, and high damage from enemies is all intentional, and difficulty tends to be highest when first entering a new dungeon, including the hospital.  Sometimes a character does get dogpiled, and I don't really intend to code anything to prevent that.  If you get trashed in a bad combat, reloading is entirely legitimate.
  • Your party build sounds solid.  Aspects have minimum stats, but don't otherwise directly influence them; it sounds like you gave War a 12+ Vigor and a greatsword, which will give them a fairly hardy basic attack.  This is true regardless of aspect, though some are harder to raise to 12 Vigor than others (I'm considering loosening the minimum stats).  Base stats never increase (AD&D style), but certain substats grow at a rate derived from the base stats.  For example, Power increases every level, and the higher your Vigor, the faster it increases.  Defense and Accuracy increase at a constant rate.  Going from level 2 to level 3 does make a significant difference in the hospital, and fully exploring the first map should almost certainly level everyone up to 3.  Character creation states that base stats cannot be changed later, but I didn't make it explicit that they are wholly static, so I can clarify that.
  • M. Attack is meant to be weak; originally staves and wands could not attack from the back row at all, and this was added to give those characters an alternative to just defending when not spending MP, which I think "feels" better.  Magic weapons aren't make-or-break for skills, though, so a whip or (for a stronger character) bow is also an option for the back row.
  • The equipment weight rules are definitely not perfect; this evolved as a kind of compromise to partition equipment in some way without having hard stat or aspect requirements.  You're generally meant to keep weight at zero, though the penalties for not doing so might be too high.  I'm open to suggestions.  There are a couple of unique accessories in the game that reduce weight.
  • I did try to give each of the three NPCs their own personality and voice, so I am sorry that that didn't come through.  I'll take another look at their dialogue.
  • There is an option to flip the targeting controls.
  • Support skills are admittedly not as compelling as I'd like.  I'm again open to suggestions here.

One thing to clarify, I misspoke when I said OBS as I am actually using Streamlabs. I do have it set to capture a screen/display rather than an application or window, which is what surprised me about it failing to grab my testing footage. Still, I can try the non-windowed approach if I run into a similar issue with this (or another) game in the future. It sounds like you may have a viable workaround moving forward, as well.

The mouse cursor can't leave the game window when set in fullscreen mode, which is what I meant by "hijacking". I know this is not entirely uncommon, though I had a controller plugged in and for some reason expected that to take priority, allowing the mouse to interact with the OS or other applications.

Sprite work is tricky and time-consuming so I get that compromise. To me it does affect the readability of the game, rather than just being about presentation, and I'd personally prefer even very simple animations over having no visual indicators at all. But you'll of course need to weigh that versus the level of effort and how many other players have even mentioned it. I think quick, punchy animations like SaGa I's could work, but you'd want to avoid more elaborate sequences like the ones added to certain DQ III remakes.

I did see that status icons were displayed, I just wasn't sure how to easily identify what certain states did (especially the ones added by monster attacks). It's possible there was something I missed in the game guide or an NPC dialog.

I do remember checking the in-game manual for stat info regarding Defense, etc. and must have missed this one, or was perhaps overloaded and didn't absorb it.

The difficulty and economy are curious design choices to me because I generally associate transforming magical girl squads being much better aligned to a flashy power fantasy than to a sort of grindy, attrition-based experience. I'm not saying it can't work, though there are some points where I felt like there was a major disconnect between how our protagonists are framed, versus how they actually functioned in combat. And it's one of those things where, if subverting audience expectations was the goal, it may actually need to be more overt to really drive the point home.

I do agree it would be best to at least convey for the purpose of stat allocation that these choices will permanently impact equipment selection. Just because "cannot be changed" could come across more like "you cannot respec your build" rather than how it's actually intended. At least in my case, I saw that and assumed that I couldn't fiddle with the base scores after leaving char gen but they would still grow as we went through the game, either via items or possibly just levelling.

I didn't try changing any of my back row characters to better weapons mainly because it felt like their spells were barely keeping up as-is, and I was skeptical about conceding any additional spell power. While having slightly more meaningful basic attacks would improve MP economy, it's generally better to have one good skill with a cost and one bad free skill, than two mediocre skills (even if one of them is free).

The weight system seems OK to me. I may have been more inclined to theorycraft if I knew how much of a difference in hit rate 5 or 10 Defense might incur, since I could then compare that to average incoming damage and decide if it's worth the trade based on those criteria. But I think my friction was due to some game systems being a bit opaque not the system itself.

If it helps, I found the technical writing better than the characterizations. But either way, nothing to be sorry about!

Being able to flip the controls is welcome, it just struck me as an odd default configuration. Again, pretty subjective. Though I suppose even flipping that setting won't necessarily resolve the enemy back rows being partially hidden by the front rows.

I don't think there's a problem necessarily with the support skills being less "gimmick" driven compared to melee and direct damage abilities. Though support skills often get used less when healing is a frequent need, and MP reserves are very limited. So it may be worth revisiting costs for some of the peripheral stuff, before increasing / tuning their effects.

The mouse cursor can't leave the game window when set in fullscreen mode, which is what I meant by "hijacking". I know this is not entirely uncommon, though I had a controller plugged in and for some reason expected that to take priority, allowing the mouse to interact with the OS or other applications.

I can't reproduce this.  Can you provide more details about your setup?

I did see that status icons were displayed, I just wasn't sure how to easily identify what certain states did (especially the ones added by monster attacks). It's possible there was something I missed in the game guide or an NPC dialog.

The main menu during combat has a Status command.  This will allow you to select any combatant and view details for all of their active status effects.

there are some points where I felt like there was a major disconnect between how our protagonists are framed, versus how they actually functioned in combat.

Can you give examples?

I don't think there's a problem necessarily with the support skills being less "gimmick" driven compared to melee and direct damage abilities. Though support skills often get used less when healing is a frequent need, and MP reserves are very limited. So it may be worth revisiting costs for some of the peripheral stuff, before increasing / tuning their effects.

I meant the passive skills that you choose during character creation.  You said that some of these lack synergy, and I agree.  I like this setup, but the choices could be more impactful or interesting.