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  • #1. #9, and #11 are all knowledge checks, you get better at them as you refine your builds on subsequent playthroughs but your first run will hurt the most. #8 too to some extent, as getting tactical advantage is largely a matter of understanding mob patrol patterns and knowing what skills/items to get.
  • Disagree on #2(and, on some level, #6), I'd say the game is still fine on normal. Then again, I may have played too many runs.
  • #4 and #5 are arbitrary restrictions that you placed on yourself. And while a case can be made for not obligating players to use the collar, not wanting to rely on luck is akin to not wanting to use drugs or the slime. If you fail because you deliberately handicapped yourself? That's a you problem, not a game problem.
  • While #7 somewhat ties into my point about the game having "correct"  routes, the fact that progress on the pink path tanks your victory score is a pretty big hint that you're not actually supposed to be carving your way through the pure paths while on a pink run. 
  • Hermann and Roland basically excluding one another due to how their downsides interact can be pretty healthy for the game so long as  it doesn't require both to max out your defeat score. Pink having multiple routes increases replayability, and something like "mostly pure except Roland, and I used SKA on ABC bosses" is one of the more newb-friendly ways to get through the game.
  • #10 is similar to #8 if you accept #1, #4, and #5 in the sense that the demon generals don't offer enough leeway for players to beat them without resorting to the collar unless they metagame and don't handicap themselves.

Personally, I think luck currently feels a little underpowered at either end of the graph compared to other non-agility stats. Buffing it to 3% per point of difference or having it cap out at a difference of 15 could be nice.

I would say discussing point by point would prove fruitless, as we'd inevitably continue to disagree, so I'll just say this.

It says something about the game that your first playthrough (or more) is doomed to failure. 

I'll make the obvious time management and life/rpg comparison to Persona. Imagine if with improper time management your playthrough of persona 5 was doomed to fail. No, you might miss some confidants, maybe not max social stats, or get to see all the random mini-games or events etc, but the game stays able to be finished. Removing the collar isn't a real collar. Removing the collar is just a crutch for poorly balanced fights. 

(2 edits)

Is it bad I read "Removing the collar is just a crutch for poorly balanced fights" in the voice of Jasper from Steven Universe?

And in a similar vein to how you might miss a few things and fail at some stuff in Persona, a first-time player trying to go pure on normal difficulty will probably stumble through to the end with about 10-20 mental changes, a few points of lewdness, and having had to resort to the collar for the three demon generals because they failed the timer and/or killed the drug dealer. Or they ended up with soul break after using the collar like a crutch instead recognizing that the limit break ability is balanced by its limited use, similar to bombs in a danmaku game.

You seem to be conflating things like difficulty and complexity with poor balance. Like I said before, that's more of a "you" problem.