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A somewhat short, but ultimately enjoyable adventure.

Graphics - I could swear the graphic for that one boss was doing someth....nevermind...

I really like the use of older graphics in the games I play, even if the game isn't meant to be played with that retro feel. I suppose if you've been following the series you kind of know what to expect. Things look like they used to, but that is kind of the idea. So in that case, they look great. There are no real issues here besides the fact that after awhile, moving back and forth through the dungeons might make your eyes hurt a bit. They kind of suffer from that old problem with a scrolling blur effect.

Sound - Where have I heard this before..?

The use of sounds should be familiar to most people, and suit the game rather well. The choices in music were pretty spot on also. This isn't going to be very long since well...I didn't really figure much was going to come from the sound section. I was wrong though with the music. I felt it added quite a bit, since some catchy tunes were chosen that made me actually want to progress forward.

Story - Hey you're evil....DIE!

The story is pretty generic in theme overall, but a few twists here and there made things not seem completely outdated. One particular scene of the past was really well done. Still at the end of the day it came down to good versus evil. I can't really fault it, but it wasn't particularly amazing in any aspect. Also you are just kind of thrown in there, and that might be a bit confusing for some.

Gameplay - I guess I don't have to kill every monster in sight...

This game puts into use a system with Blunt / Slash / Pierce weapons which you use to fight your enemies. Certain enemies are strong against Blunt, slash, or pierce attacks, so the game wants you to keep a balance between who is using what, and it's never much of an issue, but it ultimately feels like something you decide in the first part of the game, and very rarely change. The same aspect of weaknesses goes towards your armor. Your characters can equip a Shield which protects against various types of elements, Helmets to boost a certain character statistic, Armor to protect a certain type of physical attack, and a Necklace to protect against a certain status ailment. These felt far more important overall, and I found myself switching them often for certain characters.

So you find yourself thrust into a dungeon, and what do you do? Well, you kick some monster butt. Monsters drop gold, and some loot items which can be sold for gold, but never experience. So how do you level up? Well....you don't. All skills and attributes are bought from a store, and then applied to whichever character you feel needs that statistic/skill. This is a double edged sword though. Do you want to make a completely balanced party? Go ahead. Unfortunately you can also make a one man killing machine(Pimp my Aaron) who will likely break the game in half. This is a choice the player has to make, and I get the feeling most people will realize a bit into it that one character can probably handle just about anything.

The dungeon design is exactly what I expected going into this. It looks like a classic dungeon setup with hallways all over, and poison on the ground in places. You will find monsters crawling absolutely everywhere on most floors, however there are no random battles, which is pretty nice. Sometimes you'll be treated to a puzzle type floor, which while easy in general are a nice way to add some variety. Every so often you will find yourself on a shop floor where you can take a break, and prepare for the boss ahead. The layout became predictable regarding what was coming up, but it wasn't an annoyance in any particular way.

Overall - I bet you're expecting something here...wait...NO!

If you're looking for an adventure that isn't particularly lengthy, and won't have you going through mounds of items and so forth. This is a pretty good choice of a game to play. However, if you're looking for some huge 30 hour adventure with 50 sidequests, well, this isn't the game for you....it's for people like me.

Posts

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I post here because i dont have the time or english skills to write a review

The game is good and fun. The story is fine for a gameplay oriented game. The nes styled graphics are well done, also, and there isnt nothing wrong with a free short game. Its better, i think.

Anyway, these are my suggerences:

-Make a initial suggerence for the firs block puzzle. The player dont know that is a gameplay element.

-Make the large scenes before bosses skipabble with a engine.
-Make real scenes. Show all the characters, movements,etc.
-Less chests.: They gived me 99% of the gold i needed.
-I didn't test it, but i think is unbalanced. If you just level up the character str with zap and power, its insane. Think in somethink like all the money for it and the rest curators,etc. It will blast anything. What can you do is to create stats maxs per floor or level,etc.
-Improve the general difficulty of the game. If the monsters were hardest and give less gold, the game will be more fun and strategic.
-The bosses are rather challeguing, but easy anyway. The only i lost is the final one.
-Think abouth the main real objective of the dungeons(floors). Now they have monsters, but you can save everywhere and they are too easy. Also, the chest give you enough money. The problem is that it dont have a real purprose, example:

a) The monsters and floors exist to level up. But the main gameplay element is the combat, then you have to create conditions for the levelup be strategic and fun. Your game failed with this being too easy. The player just go through without thinkin in states, elements, defenses. Also he didint think in a ideal levelin up strategy.

b) The monsters and floors exist as a main challengue. This is the formula of a clasic DQ: You level up, prepare,equip, etc, think, lose, win.... to beat the dungeon. But yor game didnt have that. The dungeon itself is not enough solid

Anyway the game is fun, but i think it can be better.

pd_: srry for my bad english
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