![]() ![]() You need to fulfill certain conditions or progress far enough into the castle before those options open up for you, so by the time you unlock everyone, it may be too late, as you won't want to toy with the extra options since what you have has worked well enough thus far.ĭespite those drawbacks, the village does highlight a few positive design choices. The other issue is that you can't access everyone from the outset. The first is that you can't expand your inventory, so while the various potions on sale are nice, the fact that you can only hold two at a time and not target anyone with them means that you're going to ignore everything except for the health potions, since they're the most useful thing when dealing with the stacked odds. There are two issues that mar the village. There's a potion seller, a barkeep who can help you hire new heroes for your party, and a madame who can give your party members temporary buffs. Each of the villagers has a specific purpose, like the gravedigger who can resurrect fallen heroes for a price or the blacksmith who can give your heroes better armor and weapons. Whether you choose to retreat from a dungeon or find the proper exit, you'll always return to the village, giving you the feeling that this portion was greatly inspired by Darkest Dungeon, since you have everything you need in one screen. Using a room's Skull of Fate is a laughable plan, as you're more likely to get hurt or have nothing happen instead of gaining a random benefit from it. Using a health potion rarely gives you any bonus benefits, despite the odds saying that you have a good chance of getting them. Get into a fight, and unless you've initiated a sneak attack beforehand, there's a good chance that your first attack at close range can get blocked or whiff on an enemy while they get a perfect hit on you. That's true for just about any RPG until you notice that the dice almost always seem to be loaded against you. All of the other mechanics are governed by an invisible dice roll system. Even if you uncover the trap from a distance without triggering it, the only way to ensure the game doesn't make you run over the thing anyway is to meticulously move your character one square at a time until you're far from the offending square. ![]() The automatic pathing is nice - until traps are introduced. The streamlining is nice for genre newcomers, but there are a few issues that lead to some frustration and head-scratching. The game also helps you out by providing basic stats on things if the cursor is pointing at them, whether it's their chances of blocking an attack or your chances of finding something valuable in a skeleton pile. Hitting the X button brings up both your potions and your active special moves, so you don't need to fumble through menus. Even accessing your inventory is simplified. ![]() The game also simplifies your action by eliminating menus, so pointing and clicking on a pile of gold means you automatically want to pick it up, while pointing and clicking on an enemy automatically makes you move into position and initiate an attack. For starters, even though you're on a grid, you aren't restricted by movement points, so you can go from one extreme side of the board to another in one go. The minute you go through the first room, you'll notice that the typical RPG systems have been greatly streamlined. You can perform basic attacks, but you also have chances to use items or your special abilities, which differ depending on which character you're controlling. Whether you're moving to open a treasure chest or to attack an enemy, you move characters one at a time, taking turns with enemies until none are left. Each of the dungeons is separated by rooms, and those rooms have grids laid out for them, so all of your movements are dictated by the squares on the grid. For those who jump into RPGs for grand tales, this will be disappointing.Īt first glance, the game mechanics emulate those of strategy RPGs. The missions provide little to no context, and speaking with other people fails to provide any more story than necessary. Your heroes are also nameless and don't have bios to flesh out their background. The sorcerer has no name, and neither does his subordinates. Until you beat the game, that is the most exposition you'll get. ![]()
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