A real smorgasboard of weird-ass design choices. It's got moxie and some truly psychotic systems - the 15 day life cycle of your characters and the choice to make traversing floors take a whole day chief among them - but the real-time combat annoyed me into oblivion by the time I fought the chapter 3 boss. Done for now.

Also another classic case of menu-system overload. Manage your party and sub-party inventory and layout to get items to cook food to restore stamina which constantly depletes and craft upgrades for your base that require skill checks that are gated behind other skills that require skill points gained from XP that are distinct from the other kind of points you get for sustained attack combos that let you respawn your characters when they die so you can go back into the dungeons after making sure your party sleeps back to full health or in bunks with each other to get special bonuses but don't forget to use the toilet or they'll piss themselves in the middle of the dungeon and raise their stress bar so they can't attack

I guess the plot is sort of interesting?

Reviewed on Jan 16, 2024


Comments