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A much needed review

Story

A young knight was working in the mines to improve his strength when he was dared to use his abilities. He took up that dare; blasted a hole in the wall the leads to a secret area where a mermaid was trapped inside a water bubble. The knight then places his hand on the bubble which bursts; the mermaid was released, still asleep. The next day after she awoken, she appeared before the king and queen; questions were asked to each other. Upon the horror realization that the mermaid was in the water bubble for nearly 5 thousand years; she almost fell into despair when the king suggested that she go see the Oracle who may know the where about of other mermaids in the world. With a faint glimmer of hope, she agreed to go; the king decided that the young knight who founded her should accompany her.

There's more to it, but if I say anymore, then it'll be spoilers.

Game play

Being able to move in 8 different directions instead of the tradition 4 up, down, left, and right is a nice change of pace; makes traveling more convenient. What's even more convenient than that is that once you cleared a dungeon of some sort, if you feel like backtracking to an area before or after it to get to the town on the other side, the game will give you the option to skip the entire dungeon! (Not all dungeons let you do this though) Backtracking has never been so easy fast as most rpg games don't do this!


I need this accessory!!! You'll know why later!

Throughout the game, you'll come across various recipes that you can bring to a shop; craft very useful items and accessories for your characters! Once you successfully gather all the materials; have some gold (which a very good amount will drop in every battle), you'll be able to craft the item/accessory you wanted; will now be able to purchase them with gold normally.



Majority of the materials you need to craft are dropped and or stolen from enemies. You can find out what enemy drops what in your bestiary. Thing is, if you haven't defeated an enemy or used Domino's "reveal" skill, you won't know what enemies drop; other useful information like element affinity. Unfortunately, the bestiary doesn't tell you the location of the enemy you'll be able to find them in so you'll have to go search for them. Some are common sense while others not so much. In fact, there may be monsters living in areas you'd never expect!

Characters

While you may only see them talk once in a while; in important cut-scenes, their personality and interactions are charming in my personal opinion. I just love how Domino jokes about having someone use ice or water attacks to cool off in a volcano!

Battles

There is a rage meter that will gradually fill up as you use regular attacks; get hit by enemies. Once the rage meter is full, you'll be able to use a powerful attack to damage your enemies, inflict powerful status ailments, or buff the entire party. Keep in mind that the rage meter will slowly deplete between battles. When you use regular attacks, there will be a roulette wheel (or ring as it's official name in the game) with 3 areas that you'll need to land on in order to commence the attack.



If you have poor reaction speed, you'll despise using regular attack as the arrow that you need to press z (at least I use z anyways) on the tiny parts of the wheel will only do one round; if you don't hit any of them, then the character won't attack at all! However! If you have good reaction speed and hit 2 or 3 most of the time, the character will be able to attack multiple times which will fill the rage meter faster. There are even smaller areas of the wheel that are colored orange, if you manged to press z on all the orange areas, then you'll be rewarded with 5 consecutive attacks! (assuming that they don't miss). Also, when your character is in critical condition, the ring will only have 1 area of red and orange, hit the red; you'll attack 3 times. Hit the orange area; you'll perform a powerful attack!

About a week after the review for this game had came out, the developer updated the game which allows the player to choose their preferred difficulty level which changes evasion rates (much lower than the older version of the game, even on Epic difficulty) and health of enemies; drastically reduced enemy evasion and critical hit rate! Yes, they're still in the game, but now they'll only happen once in a while instead of 4-5 times in a single battle! Also, it seemed that the additional effect of blind from darkness attack that most common monsters have in the beginning of the game has it's proc rate reduced as well since I don't automatically get blinded by darkness attack almost every time now, (that or I was truly unlucky with darkness attack before the new update).

In battles, you are almost always at an disadvantage. How? Most monsters will be faster than majority of your party members with crippling status ailments such as blind, petrify, confusion, etc. if not status ailments, then with powerful skills that can take more than half of everyone's hp before you get to do anything!!!! But wait! Can't I just grind levels so all of my party members will be faster eventually? Nope! Because enemies level will scale with yours regardless of what area you're in. For instance, if you're level 9, then every enemy and boss will be similarly level 9. If you're level 50, then every enemy and boss will be around level 50, even in the area you start out in! So basically, with the exception of two (who will still be out-sped fairly often), most enemies will almost always attack first!! Which is why you might want to craft shoes that will give you extra speed~

Issues:
-The poison damage in the over world is extremely lethal! A poisoned character with 4,500 hp will go down to 1 hp in just around 10 steps!!!!! Always carry antidotes and magic water so your healer can cure poisoned characters!!!
-Characters with reflect buff will reflect healing magic back at enemies; restore their health instead!!
-Skills that have cool downs used in the end of the battle will have their cool downs carry over to the next battle
-Restore skill, even when used in the field to restore hp, will be on cool down after one use...

I loved how the story changes drastically from beginning to end; the the lovely casts of characters (especially Domino). The major issues have been solved that were present in the older version of the game; the current issues I've mentioned in the updated review are only minor now with proper preparation (besides the one where characters with the reflect buff reflect ally healing skills back at enemies, I still dislike that one...). Overall, this is now a fantastic game to be played with very few frustrations experienced as compared to how it was in the past with its infamous evasion and critical hit rates of enemies.

Posts

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Thank you for the review, SapphireFalcon. I'm glad you liked the game overall, despite some issues. I have had some players that told me about the critical and evasion was too high, especially at high levels. I have also heard it was about right... so what I'm going to do is add a Difficulty setting to the game. Give me about a week and I'll come up something.

Thanks for telling me about that plant monster. I will change his elemental resistance as well.
You're welcome! And I hope you came up with a solution to the issues I've mentioned in the game~!
I know that I have at least resolved the biggest problem you mentioned in the review. I have created a difficulty option in the "Systems" menu that should resolve the high evade and critical issue with the enemies.

I just realized something upon reading the part where you describe a battle scene.
You never mentioned about using Phoenicia's "Cure" spell to undo the Blind status.
Using that in conjunction with eye drops would help a lot. Blind only affects your ability to hit them when using physical skills or the "Attack" command. So it is handy to have a spell caster in your team since magic spells will not miss.

-The poison damage in the over world is extremely lethal! A poisoned character with 4,500 hp will go down to 1 hp in just around 10 steps!!!!! Always carry antidotes and magic water so your healer can cure poisoned characters!!!
-Characters with reflect buff will reflect healing magic back at enemies; restore their health instead!!


These two above I believe are not very major issues to me. I think it will make the player more cautious about what actions to take, or not take, when they arise.

-Skills that have cool downs used in the end of the battle will have their cool downs carry over to the next battle
-Restore skill, even when used in the field to restore hp, will be on cool down after one use...


The cooldowns for certain skills and spells are in there because I think they would be too overpowered if used all the time. Especially that healing spell.

-Some common enemies and bosses have one hit kill skills that are horrifyingly accurate!


I'm not sure about this one. Unlike spells, physical skills have a chance to miss or critical hit... if that is what you're saying then that should be resolved with the addition of the difficulty adjustment.
author=Utopiablue
I know that I have at least resolved the biggest problem you mentioned in the review. I have created a difficulty option in the "Systems" menu that should resolve the high evade and critical issue with the enemies.


Played the game again; I was so happy to see most of my attacks connect now; to not see enemies getting a critical hit so often! Even on Epic difficulty! So I updated the guide accordingly, now to wait for the star rankings to update as well, if not, then I can delete this review; re-submit the new one.

I just realized something upon reading the part where you describe a battle scene.
You never mentioned about using Phoenicia's "Cure" spell to undo the Blind status.
Using that in conjunction with eye drops would help a lot. Blind only affects your ability to hit them when using physical skills or the "Attack" command. So it is handy to have a spell caster in your team since magic spells will not miss.


The reason I didn't used "Cure" whenever my characters get blind because in the beginning of the game, Phoenicia doesn't exactly have a huge mp pool yet (around 135 max mp?); cure was somewhat expensive (35 mp); the fact that I mainly used her healing spell because my characters were constantly at low health because enemies kept getting critical hits on me; I ran out of health potions too because of how often it occurred.

These two above I believe are not very major issues to me. I think it will make the player more cautious about what actions to take, or not take, when they arise.


Alright, the first can be easily solved with tones of antidotes; it's not hard to earn money. But I still don't like the second issue, but that's just me.

The cooldowns for certain skills and spells are in there because I think they would be too overpowered if used all the time. Especially that healing spell.


I'm fine with having cooldowns for powerful skills like healing. What I'm not fine is that the cool down can still carry over to the next battle. But I'm not too bothered by it anymore.

I'm not sure about this one. Unlike spells, physical skills have a chance to miss or critical hit... if that is what you're saying then that should be resolved with the addition of the difficulty adjustment.


Before the update, mortal wound would always hit; instant kill one of my characters. If it didn't, then it would always leave the "Doom" effect that would still instantly kill my character soon after. I'm also glad you fixed this skill since it was so annoying for multiple common enemies to use this skill to wipe my party.
Awesome! Thanks Sapphire for granting me an extra star for my game!

Before the update, mortal wound would always hit; instant kill one of my characters. If it didn't, then it would always leave the "Doom" effect that would still instantly kill my character soon after. I'm also glad you fixed this skill since it was so annoying for multiple common enemies to use this skill to wipe my party.

So it was "Mortal Wound" you were referring to. It was a pretty nasty skill... I'm glad my update made it less lethal. The "Doom" status affect that it applies can be just as bad but there is a food item you can buy in a certain town that removes the affect. Still, you have to be real quick to use it in battle... I might increase the countdown of "Doom" in a future update.

Anyways, thank you again for the review upgrade!
It was a pleasure playing this game; giving the first review! (Still shocked that a featured game had no review for years after the game was available for play)
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