It's hard for me to complain too much about my issues (glacial combat speed, massive RNG influence, questionable class balance) because I still mostly had a good time with this game. Early on it's a multilayered resource management game; proper attack placement and spell management is necessary both to avoid falling victim to attrition, and to make sure you don't spend so much money on healing that you can't afford the next set of gear. Once your party becomes strong (and rich) enough to break this dynamic, it shifts into a globe-trotting dungeoneering adventure more focused on labyrinthine dungeons, trying to blow through encounters as quickly as possible and not falling prey to that one encounter that can stunlock your entire party if it feels like it. It’s satisfying to realise that you aren’t actually in as much danger as you used to be, that your fighter can hit multiple times for some reason and blast any enemy into low orbit when they feel like it, and that there’s nothing stopping you stuffing 99 potions in your back pocket to make your white mage really sad for the rest of the game. The stripped-back presentation and story lets these mechanics bring your own personal triumphs and failures to the forefront as the driving narrative. Even something as simple as watching one of your party members hit level-ups a bit slower than everyone else can call back to that one time where they got instakilled or stunned for eight turns in a row three dungeons ago.

While I didn’t find the game incredibly engaging once the earlier parts were over since the combat itself never gets any more interesting (or faster), it's still hard not to respect it. Almost everything weird, dissatisfying or ‘loose’ makes a whole lot of sense if you consider there’s a good chance it’d be one of the first RPGs you played if you had it back in the day, and was likely designed around that idea. The fact that I was measurably underleveled despite fighting everything I saw is uniquely interesting if considering that failure could have been intended in its design - losing characters and running back to revive them means gaining more experience on everyone else in the process. And while it’s not a particularly hard game - speaking as someone who *was* measurably underleveled - a lot of the friction it threatens is probably far more present for someone playing an RPG for the first time. While I can’t say if the whole ‘built for new players’ assumption is actually true or not, operating under it makes the game come off as extremely confident in how it can make itself approachable without compromising the experience it's trying to provide. It’s a beginner-friendly game built to be able to onboard people into a simple RPG system, but it’s still a heavily player-driven adventure with a lot of room for failure and discovery.

Reviewed on May 21, 2024


7 Comments


12 days ago

not really sure how well i communicated what i wanted to w/ this but if i stare at it any longer my brain is gonna melt so whatever! i get to post a shitty review on my internet page if i want to. also anything i say about the earlygame should be taken with a little pinch of salt considering i forgot to equip armour for the first two hours. i think it all still stands but, uh, oops

12 days ago

The point about doing runs back to town when someone dies... That's something I've experienced a lot in dungeon crawlers, and while I totally get how some people might bounce off the loop of making incremental progress in a dungeon, I really eat it up. That's part of what made the Wonderswan/PSX version so unexpectedly appealing to me, feeling that gradual mastery over an especially grueling dungeon feels great when you finally work your way to the other end markedly stronger and better equipped.

12 days ago

I liked aspects of the game, but the grind was too much. That said, the pixel remake reportedly has a lot of QOL improvements.

11 days ago

@weatherby i dont think i ended up mentioning this in the main body but early on i figured i wasn't gonna be able to push through all the dungeons in one go, so to try to get through them safely (i.e. not having to spend revival money lol) i just started going through them piece by piece using chests i'd opened as progress markers. it was cool! i don't think i've had to approach an rpg dungeon like that before. i havent played many (any?) proper dungeon crawlers but i can imagine it works really well there

@redbackloggd without grinding i didn't have too much trouble until the end (walked into the final dungeon ~lv27?) where suddenly enemies could spam magic that'd wipe my party in 2 hits if they felt like it lol. i've heard accounts that it's not grindy and also accounts that it's way too grindy so i wouldn't be surprised if it just comes down to party composition and plain luck

11 days ago

What, I don't believe you. How in the world did you get past ANY enemy in the beginning (like those motherfucking wolves) without grinding? FF literally pioneered the grindathon formula for JRPGs until Chrono Trigger replaced it.

10 days ago

@redbackloggd my memory is a little hazy but i imagine i had to run back to town for healing a good few times at the start (especially since i forgot to equip armour until the second town) which would've given me an extra bump in exp. taking things as methodically as i did i definitely didnt have to grind till the end though. if i felt forced to grind early i'd have probably just dropped it lol

10 days ago

All due respect, I feel you have to be confusing this with another game as the high encounter rate combined with the uselessness of the run button means you're forced to fight enemies or die, and you literally cannot progress anywhere significantly far from the town without hitting them haha.