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Challenging battle system and high-potential characters here!


Enjoyable and well-elaborated music; heartwarming and expressive characters to play with; a new and unknow world for you to explore. As a demo goes it accomplish the duty of getting you out of your daily worries and get you immersed in the world´s settings for a short while, especially with the seldom-seen timed fighting interface.


*The following is a review made for the DEMO version*


Character Background and Development

About the character background, at first it´s kinda information lacking.
We get the protagonist is a monk, but never defines what a monk actually is on that world, and he never does anything monk-like (he may be more related to shaolin monks on the fighting side). He says to come from somewhere else; would be good for him to say sometimes where he came from, and his homeland´s traits and things to get to know him better.
The party member is an ex-dragoon, but we don´t know what a dragoon is either. Maybe he´s living as a retired militia/army member on the village. Of course, this may be said further in the story.


The characters interact and talk to each other in interesting ways and you may even end up feeling affection for them, so it makes them worthy of your attention. This is not a trivial matter, since it happens sometimes on these kind of RPG games to just look at characters as mission-givers or hero-supporters or enemies (and nothing else). So these guys have their places, they like them, and will keep living even if you´re not there. “Even if you´re the hero, it´s not like everyone´s lives revolve around you” I think this idea, that I´ve seen on many other RPG´S too, offers potential for a more character-realistic game.


Soundtrack - graphic design and concept of art

The OST is quite pretty and definitely helps creating a good playing environment, fits well with the game. Graphic design of the characters, while simple, is elaborate and does well by representing their expressions and moments together, developing a comfortable atmosphere. The enemies’ design may lack in comparison, and while it´s not a bother, it would be good to have better designed enemies.

Interface and user interaction

It may be confusing at the start, but once you get the gist it becomes quite entertaining. The battle displays is a seldom-seen style of interface that depends on your agile key buttons combination´s pressing, so it immediately takes you out of the familiar, yet kinda boring sometimes, fighting-by-turns style. This also offers a wide range of possibilities for battle styles.
For example, having enemies that can also to combo attacks like you; enemies that can move the battle-turn circle faster, situations when an injured or slowed comrade´s circle moves slower, etc


Having getting over the first battles, the interface is simple and easy to understand, no big problems, it´s easy to move around. I´m not finding any bigger flaws, but since it´s a demo it doesn´t yet shows all these possible enemies, fighting patterns, and combat strategies.



Story and general world development

As a demo, the story development is incomplete, so I´m not sure. It´s ok, we can see general hints for a future development.
It seems the forest´s creatures are undergoing some sort of mutation or changes, right?

However, we don´t really know too much about the current situation and the world we are exploring. which would be great information to give (in hints, for example) if we are going to explore it.
For the first, given the mutation of that giant flower lizard in the forest, it´s a bit hard to be shocked by it since a flower lizard it´s a weird mutation itself. Maybe if some NPC said that usually the monster around the area are small compared to other cities or places, it would have more impact. Or that it´s usually normal in the past to explore the forest, but nowadays is not like that because mysterious sightings. The situation´s weight it´s hard to measure.
This bring us to the second point: for giant flower lizards to be weird, it would be good to point out that flower lizards are not weird in that world. Many rpg´s just assume from the start that “this is a magic world” so that means you´ll find many typical monsters & races (common knowledge like elfs, dwarves, slimes, undead, etc); some others use normal animals and enemies at the beginning, so gradually getting monsters becomes more of an impact to the player, and giving time to offer proper hints of there they came from (if not, the curiosity to discover that)
So on that regard maybe having clues of what´s normal would be good. An example would be an encyclopedia or book that says that, as a general rule, hybrids of plants and small animals or herbivores are small and weak compared to humans; then a giant flower lizard immediately becomes threatening.