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Okay, having played close to 8 hours of this game I'd like to finally give my two cents.


First, I want to mention some great things about this game. The combat system is reminiscent of '90s JRPGs, which is like crack for someone like me who grew up playing them in the 2000s. The combat system is pretty in-depth and features elemental weaknesses that contribute to the flow of combat. There is also a good amount of build variety. 

Though, 18 classes really boil down to three paths: mage, physical, and in-between. I'm mainly a physical player, so I can't comment on the strength of magic from a player's perspective. I also appreciate the lack of AOE most of the time because it makes managing your stuns and status effects more important to ensure you're not swarmed.

It's interesting that this game is mostly solo, since most RPG Maker games are heavily party-based. However, it can feel a little unfair when you're outnumbered by enemies and stunned and killed in one turn because of bad RNG, especially since these battles can last up to 80 turns. This means you really need to make sure you have enough items and go back to town to upgrade.

Now, the game definitely has its weaknesses. I hate to say it, but these characters have all the personality of whole wheat bread. Depending on the kind of player you are, that can be a good thing. When you meet someone, you can tell if they exist to push the plot forward or provide a service.

They're almost always "The Responsible One," "The High-Energy Casual One," or an extension of Samson, I guess, like Medea. Ultimately, they're almost always "filler," "shopkeep," "quest giver," or "villain," and it gets really dry after a while. 

I'm not going to pretend it doesn't. Despite that, I think this kind of plot has one benefit that most games miss these days: the plot is easy to follow. You always know what's going on because almost all the dialogue serves a purpose. 

It's almost like a parody in its straightforwardness, but it's nonetheless convenient when you just want to know where to go next. Though, this often falls into the "tell, don't show" category. Which can be a little jarring for some who have come from dialog heavy RPGs like Omori or Legacy of Aeon (Wink Wink, Nudge Nudge).


Of course, this doesn't mean the game is bad. Overall, I think it's a mixed bag. On the one hand, it's a really good extension of the classic Chrono Trigger or Final Fantasy VI battle system.

On the other hand, it's almost always played solo, and it feels counterintuitive and, at times, unfair. Also, the gear almost always boils down to the addition of stats or abilities.

This feels like a missed opportunity. You have no reason to use your Mythril Armor once you switch to Drake Armor. Your previous Rune Armor had higher Magic Defense. Most of the gear just feels like a straight upgrade from the last piece.

Outside of this though, the game's systems are definitely it's strong suit. There's some really clever use of plugins here that help it improve the standard RPG Maker combat system. Plus your skill variety can't be beat. Making the Unfelled extraordinarily hard to powerscale, since he can hot swap kits.

Nonetheless it's a pretty good game, if you can get past the intro, characters, and mapping. I think this game'll definitely kill a few afternoons. And I can say I had a lot of fun playing through it to research for the LOA/ROTU Crossover. (Character assassination is cringe).

Once the original soundtrack is implemented in Chapter 7 I have a feeling this game is going to shoot back up in the rankings!