major spoilers
I like how the "normal" areas are getting more and more hazardous as you complete quests - I definitely feel more able to handle the onslaught than when the wrath slimes first started showing up, but the slog means that you don't really reach a point where you feel like can take it easy. The one exception is the sniper attacks - I don't think it's off-theme for the party to get shot at at random, but what usually ends up happening is that one starts looming when I'm talking to an NPC and I end up paying an HP tax for the conversation. I have no idea how complicated it would be to freeze wandering enemies during conversation, but getting shot at inescapably is more obnoxious (to me) than getting jumped by one of the KKK-looking white-robe roaming enemies or getting run over by a car, even if I end up losing more health or using more resources in the latter case - I'd rather get fucked over in the battle system than an arbitrary -150 hp/all. I'd honestly just pay the mob back what I found in the sewers plus interest if it'd get them to lay off.
Without paying that much attention I managed to amass enough money and saleable resources to pay off the rent. I didn't expect the game to end when I did that so I'm glad I saved first. I think this is mostly due to a combination of being stat-pilled to the gills (I fight most battles instead of running and every so often rummage through my inventory to use up 5-10 of each pill) and decent drop rates on most resources, including souls. Plus, now that I'm struggling less, I think I'm getting more from the tier 2 quests than the partial credit I got for the tier 1s. I didn't even need to sell the cursed scale.
I think I'm stuck as far as Uzbek's quests go, so I'm seeing how far I can get in the tower now. I tried dropping a Total Silence on the Messenger boss in the hopes of preventing him from summoning the two other health bars that Spray revealed but ended up with everyone muted EXCEPT those assholes.
I've been playing 1.3, or at least I installed 1.3 over 1.2 over 1.1 (I mentioned that the itch client doesn't let me install properly on Windows 10?) If reloading my save on a fresh install might fix some of this, I'm happy to try.
Major bugs:
I don't seem to be able to close out the graveyard quest for good. I completed it once (and fought the cultist with the lightning rod, not the one with the gun, if that makes a difference) as the last quest in the Tier 2s. That didn't open Tier 3, and when I investigated the board the same quest could still be accepted. I accepted it again and ran into the cowboy adventurer with the hint to the location of the cultists' lair, but there was a blue NPC talking about how they were still cleaning it up blocking the entrance. I was able to turn the quest in to Uzbek again (for another $1000), and I found that it still wasn't removed from the board. A less scrupulous player than me could probably just generate infinite money 1 grand at a time.
In the manor library, there are some roaming big flower enemies that spawn after you read the clue. I don't know if this is true for all of them, but the leftmost one (which was closest to me on triggering their spawn) didn't despawn after I beat it, and in fact triggered the same fight twice over before I was able to get away.
Minor bugs:
I used Shank on Stanley at the docks but I don't think he bled. I could have missed it, truthfully.
Several of the puzzle clues in the manor disappear visually on inspection, but can still be interacted with.
The bounty for the Death Pugilist just ends the interaction if selected.
Dialogue issues:
Several lines appear cut off by the dialogue border, probably because they're just long enough to fill it without a linebreak. I documented a few I noticed:
- Thrifty Adventurer conversation outside the manor: "something my friend dropped last time we were here"
- Drinking Adventurer in the bar: "seems like everyone's going out on this big job, huh"
- Confrontation under the graveyard: "the hearts promised me..."
- Fishing adventurer in the parking lot: "I love to fish..."
The music app instructions say that "0" is the default themes, remarks that 00 is an old classic if you select it, then tells you that you don't own the record (although it still assigns the default).
The dialogue for the Shield Adventurer outside the graveyard switches sides on the screen for no apparent reason. She also doesn't have a portrait in the bar after the quest.
The right bookmaker at the casino doesn't have a text box for the first line of dialogue. Like the background is missing.
Typo in the paying-off-your-landlord scene - "neccessarily"
Grammatical typo in Swing for the Fences skill description
Minor Sequence Breaks:
I inspected the fake bookshelf in the Manor before walking into the Library at all.
Lacking a reason to revisit after recruiting Devon, I didn't return to the Tower until I had already taken down the Restroom Killer in round 2. I encountered him for the first time in the bathrooms next to where I recruited Kyrie, right after I recruited her, so it seems pretty likely that the conversation about serial killers will happen out of sequence for other players besides me.
Misc:
The rules at the arena say you will only be healed if you win, but I didn't get healed after a 2-round of the toxic vibes fight. It's unclear if you only get healed for staying in 4 rounds or if you just don't get healed period.
Why can only Kyrie open artifact gachas? Not that it matters but it's odd to select the item and then select her (with no other party member selectable).
Eating at the restaurant downtown promised +15 max health but gave +20 and a stomachache. It could be random to some extent, I only used it once and only because I'm rich now.
When choosing a battle theme, it's odd to have to check your inventory for the record numbers and then switch to your phone instead of just using the record in your inventory. I have no idea what the limitations of RPG Maker are with regards to item usage scripting and soundtrack swapping but this UX seems a little out-of-the-way.
It was a shame to miss out on the manor safe puzzle. I found clues for the first, second, and last digits but didn't run into the third and now, even after turning in the job and Uzbek saying that someone will go clean up, nobody wants to go back into the safe room. Which makes sense, nobody wanted to see that, but the safe is behind the boss fight and if it wasn't for my insistence on checking side paths first I wouldn't have known what the clues were even for.