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Strong Tactical Dungeon Battler

Being able to choose between the intro or skip intro was nice. I chose the intro out of curiosity. Most of what you did with the intro could have been woven into the main game. The character introductions were well crafted, the dialogue was good and the characters showed emotion and attitude, making them realistic and not plain sheets with pictures attached. Still, the information given could be spread into the dungeon crawling and the audience can learn about the characters, and the world too, that way.

Cornelia announces that she is the best markswoman like, ever, in the first scene after the introduction. That sort of rendered the introduction for her unnecessary as whether or not the player skips the introduction, they now know that about Cornelia. That scene was good though, the characters were all doing something and expressing themselves like real people. They have personalities and it shows. I also liked how it wasn't long and the game started pretty quickly, even after choosing the introduction. If it had been long then anyone who chose the introduction could have gotten put off by the length. You know, I like feeling like the video game I'm playing is a video game, and not a movie, but that's just me.

I was curious as to why there was a narrator. Everything the narrator did could have been done with some clever thinking by the characters, besides maybe the difficulty selections. Oh, by the way, I played on normal, wasn't sure what I was getting into and didn't want to bite off more than I could chew (I'm not big on gambling.) A specific thing the narrator did, for example, was reveal the characters and therefore the players goal by directly telling the player what they should be doing. It's not the end of the world or anything but I'm curious if there was another way that could have been done?

While exploring the dungeon I encountered a couple dialogue/character interaction events. These would be the perfect opportunities to reveal more about the characters rather than use the introduction. Not only that, but using dialogue events triggered around the dungeon could have them give out the lore that was in the introduction as well.

The main veg and potatoes of the game is undoubtedly the combat. It seemed that the combat started off more forgiving as I could pass the encounters without using the techniques, if I so chose (which I did once to test.) The gameplay was well balanced and required that I think and plan. I didn't have to heal much at all at first, but it wasn't long into the game that I did have to start considering my attacks and healing options. Having multiple enemies to attack creates the one of the strategic layers, and though when they are all the same enemy it's not much of a consideration, but when different types of enemies group up, it does become a game of planning.

There were multiple ways to heal, and multiple types of healing. This meant that I could heal through any character, though one had a skill dedicated to healing. This meant that using them to heal was a no brainer, at least until the fireball spell was unlocked. The different abilities the characters had added to the strategy as well as the various functions that the enemies had. Except in the easiest fights, it never came down to spamming the attacks. The high damage output by almost all the enemies forces the player to constantly consider their options.

The AP did this as well. The randomized AP changed kept the combat fresh as I had to rethink my strategy every time based on who had access to their skills and who didn't. Also, having an item that heals AP made me have to consider whether using that item was ever important or not. One time, using it got me a double kill and ended a battle early. However, I did question the randomized AP. Though I noted that it made the combat fresh, I also wondered why it was random at all, or if it was only due to the combat experience. Why did they not keep their accumulated AP at the end of each encounter? Why would one character who had low AP suddenly have the most AP while the rest suddenly had almost none? It wasn't a big deal, but I did think about it.

I only played until after the first boss (since I'm planning on critiquing more games today.) For some reason, I tried to predict how much health the guys in the back had, and they had more than I thought they did. So the "spellcaster" not the "healer" died right before I beat the boss.

The next floor of the dungeon had spike traps! I didn't play much past here, but I can only imagine what it meant for the rest of the game.

I didn't notice any real errors or anything. Most of the after battle quotes seemed off but I'm not sure if that was due to translation or what. It didn't seem buggy or anything.

It was a fun game and I'm sure it would have taken up most if not all of my day if I didn't stop when I did.

I wasn't trying to rate the game as this was not that kind of review but I'm being forced to pick a score. I'm giving it a 3.5 out of 5 based on what I experienced. It's good but we, as any kind of creators, can always improve. I think you could have done more with the dungeon itself. The characters have such good personalities that using those personalities more would have also been good.

I hope my critique helps in any way.