Reviews from

in the past


Sympa, j'ai bien aimé le système de combat mais l'histoire ne m'a pas beaucoup intéressé, pas assez pour que j'aille au bout du jeu.

Felt like I wanted to finish the game just to finish it by the end of everything.

Seems a decent turn based RPG. But a non compelling story mixed with iffy framerates in the dungeons, plus a solid but not exceptional combat system leave me in a spot where i dont really wanna keep going. If turn based RPGs are your thing and your absolutely desperate for a game, this one seems fine enough. But its nothing special, and not good enough for me to push further.

se você não quer uma história genial e não liga tanto pra grind mas quer se divertir MUITO esse é provavelmente um dos melhores rpgs pra se jogar. As dungeons serem geradas aleatoriamente dão um replay delicinha pro jogo, fiz 100% e nem senti.

this game's fundamentels were expended upon greatly in the ruined king game, its better to just play that one instead of this one, even if you dont really like league.
that being said, this game is still very solid and the story was enjoyable, the game got boring kinda fast tho


Fun but feels like it needs work still.

An amazing RPG! It harkens back to traditional 2D RPGs and I loved every second of playing this.

The game is turn-based with quite a few extensive extras at the side such as fishing, crafting and others to add more fun to the game, especially with how rewarding these can be as certain items you get to keep in New Game+ like the monacle for the final hunt creature.

The bestiary is great fun to fill out not only for extra lore fluff on enemies but also passive bonuses and the rewards given from that too.

For a more in-deph look at the gameplay my twitch steams can be far more informative

I was completely unfamiliar with the IP the game is using, but after playing Ruined King I knew I'd like the game, and it didn't disappoint. Clearly a forbearer of what's to come, but it's still a truly special turn -based RPG

Battle Chaser es un juego por turnos muy bien equilibrado, con una historia decente y una enorme variedad de habilidades de todo tipo. No consiste en que ataco yo, luego tu y asi, si no que cada habilidad tiene su tiempo de lanzamiento. Quizás te convenga algo rápido para acabar rápido a un enemigo. O algo lento pero que le de estados alterados durante muchos turnos. O curar a uno antes de que lo mate el enemigo. Este combate interesante se ve reforzado por un diseño de mazmorras más o menos interesante si las exploras por primera vez, aunque repetitivo a pesar de su aleatoriedad a la hora de ser generadas.

Aun así, el juego tiene varios problemas más allá de un minijuego de pesca aburrido o unos personajes olvidables. Y es que para las mejores armas del juego, misiones secundarias, y un puñado de cosas así; se requieren unos requisitos que no conoces en absoluto y que el juego no te va a facilitar el saberlo. Osea, quizás te falte un ingrediente para esa pistola genial y estás al final del juego. El juego está pobremente explicado en esas cosas, al igual que en otras tan básicas como en como cambiar a tu equipo. Cuándo consigues al 4º, vas a luchar con él aunque no te guste hasta que llegues a algún sitio donde cambiarlo. Si te fijas que puedes cambiarlo ahí, nadie te dice que puedas.

En cuánto al equilibrio del juego, en normal está bastante bien equilibrado, matándote si te pasas de listo, sobre todo al final. Pero, el boss final es estúpidamente fuerte y hay un problema. No te dejan subir más allá del nivel 30, nivel que alcanzas bastante antes del boss final. Entiendo que lo hayan hecho para que sea una batalla más "justa", pero en un boss que te mata de 1 ataque mientras que los otros duran nada y menos... Se hace aburrido. Sobre todo porque si que te quita los objetos que uses, objetos que los puedes recuperar si vuelves a intentar esas mazmorras que al principio molan, y luego se vuelven un coñazo.

En general está bien, pero esas cosas malas pueden lastrar mucho la experiencia.

Enjoyable turn-based RPG based on a comic

Ótimo rpg de turno com ótimos personagens, gráfico e estilo de arte

La primera hora me quedé flipando: es súper bonito y divertido. Luego es un juego de puro farmeo brainless sin historia. Me decepcionó muchísimo.

Its solid and got some really good visuals. found there was nothing substantial to keep me playing however.

Quand j'aurais de l'argent pour, je le prendrai sur Switch, parce que c'est vraiment très bien, mais le plaisir du tour par tour prend tout son sens en version portable pour moi.

Battle Chasers: Nightwar is a great turn-based RPG. The art style was pleasing, levels were very well designed, enemies were different in each area (although they did use a lot of re-skins). The thing that bothered me the most was the difficulty either being way too high when enemies are just a couple levels higher than your team or the exact opposite.

The length of the game was pretty decent, I played it for about 68h to 100% it (I did not complete new game+, I couldn't even be asked), but I enjoyed my time going through each dungeon, immersing myself in the environment and different characters and side-quests, which this game did really well. Even the minibosses (hunts) you complete had a setup! You had to collect certain items in certain places, trigger specific events in a dungeon, or dump a ton of money in a well, it all felt connected, like you were figuring out a puzzle. This is also where I felt the game was really flawed, and I say this because in order to fight one of the minibosses I had to run a dungeon 7 times in order to get a specific item from a random lootpile, aka not fun and tedious.

This game has a couple flaws that could easily be fixed and improve the entire experience, such as:
1) why do under-leveled enemies still go after you in a dungeon? It's literally a waste of time going through all the animations and not even gaining exp cuz my level's too high. If enemies could act like the motivator enemy who runs from you instead of towards you when you are a couple levels stronger the game would be much better.
2) why do I have to fight lesser enemies in the overworld just to collect some loot, when they have shown to be perfectly capable of having option 1 and 2 when there is an enemy and a treasure on the same spot?
3) why are so many things RNG based? why did I have to fight 30+ sky lieutenants in order to fight the big boss? Why not have him appear after x amount of defeats? OR as previously mentioned an important drop randomly appearing in a dungeon in a specific type of lootpile? All feels like padding and probably also the reason why I had to play almost 68h just complete the game.
4) Why don't all characters gain exp? This is probably my biggest irritation, because I used Gully, Red Monika, and Alumon for the entire game after they unlocked, because I couldn't be bothered to level up the other characters, so I never found out if they were any good because I had no reason to swap them out, which could've been avoided if they had an exp-share on, that way I could check out newly unlocked skills and ultimates when I gained them, but alas.

TLDR; fun turn-based rpg, but very grindy. Great world building and characters, they feel very fleshed out and the plot also wasn't half bad! 8/10

Absolutely LOVE this game. Pure gold. The art style is amazing, as well as the animations. The turn based strategy aspect is done really well. Where it might be slow in places, it makes up for it with good gameplay. The RPG aspects was very cool, enjoyed upgrading my weapons, even though crafting wasn't quite essential to the game. New game plus was a challenge but an enjoyful one. Great side quests. One of my favourite games i've 100%ed. 9/10

I played this a long time ago so this won’t be the most detailed review.

For a time, this was my favourite JRPG. Nowadays, I prefer TRPGs more, the elements introduced alongside movement and positioning an important part of the experience to me. But sometimes you still want to line up and fight some monsters on the spot, and Nightwar did it damn well. There’s a fun roster for your party (six characters to fill three active slots), each with a range of upgrades that allow you to sculpt the way they fill their niche. What Nightwar did best was its mana system, with an overcharge mechanic building on top of the traditionally available resource. Overcharge was essentially mana confined to a single battle, shifting players’ thinking from a long-term approach per dungeon to a short-term, per battle focus. From strategy to tactics, if you will. Most attacks interact with the system in some way, some building overcharge and others consuming it to alter the attack properties. Between the moment-to-moment strengths of the overcharge system and the options in party-building, it was a great way for me to check out a genre I’d often disliked, and learn to appreciate some of its strengths.

Looking back, the main criticism I’d make is regarding difficulty. I don’t remember this game pushing me very often, and few opponents encouraged thoughtful play. In an odd situation for me, I can’t really criticise the implementation of progression here, because I mostly enjoyed how it was done. Maybe I’ll change my mind on replay.

I’d like to see a version of this battle system that pushes overcharge further to the front. It was very rare that I used my actual mana reserves, and I think removing them entirely would have made the game more interesting. Reworking overcharge to be this important would probably have to be accompanied by a shift to longer battles, perhaps more multi-stage ones alongside tougher opponents, but I think it’s a change that could work. Or maybe overcharge only works if it’s a clear extra. Can’t really say.