I triggered it on easy mode, using a build that is discard-based. I'm not sure of the trigger conditions for this bug, it seems like some days it triggers and some days it doesn't. On the other hand, I started the game with an archive of a previous game (I previously hit level 2 but didn't beat the girl, meanwhile, my last playthrough didn't), and I'm not sure if the cause of the bug is due to this archive that shouldn't have been saved?
fakejohn
Recent community posts
For some reason, there seems to be something wrong with Follow-Up's determination of gaining magic, and in some cases it doesn't give me 1 magic. Also, when you're clicking on the top right corner while you're on one of the second level, sometimes the girl's mapping won't be refreshed and it's still the same monster as before.
On the other hand, since the protagonist is only one person, it's always inevitable to lose blood when facing a large number of enemies, and combined with hand limitations and build limitations, there really isn't much of a strategy when fighting a large number of enemies a lot of the time. I think it would be a good idea to add a few more enemies to all matches, but at the same time, have different enemies attack at different frequencies (e.g. once a round or once every two rounds), and of course, it would enrich the experience to have the other main characters team up with you.
I have to say, it's quite frustrating that the game doesn't have in-game saves during battles. While I understand that most roguelite games lack mid-game saves, it's a pity that this game requires constant combat with little downtime to appreciate the protagonist's illustrations. I think it would be a great addition to include a town scene where players can interact with the protagonist during non-gameplay time, applying different effects based on the protagonist's level. On the other hand, I'm not sure if it's because I'm playing the free version, but the lack of progression outside of battles, coupled with the relatively long duration of each game session (especially considering the protagonist is a solo character with limited tactical variability), makes the early stages of the game feel incredibly repetitive. For instance, for a prolonged period, your deck building remains rudimentary, essentially revolving around choosing between defense and offense.
The short-lived effects of the potion were so frustrating that they passed like a dream. I think it would be a good idea to add a couple of other characters that the player would have to equip with permanent potions, and assistants to help test the temporary effects. On the other hand, I think there are too many materials now, and more could be gained by adding some quests or by advancing over time. As well as I would like to continue to see some content about attribute theft is that ok?
To be honest, I was quite surprised to play this game for the first time. For most of the visual novel games I have played, the animation performance of this game can be said to be outstanding (most of the visual novel games made by AI that I have played have almost no performance, at most it is the fading in and out of characters and some pitiful movements).As a player from a non-English-speaking background, I'm not certain if I'm qualified to evaluate the writing, but it does feel quite enjoyable to read.
From a storytelling perspective, there seems to be an excessive amount of exposition at the beginning. Within a half-hour gameplay, only about five minutes are dedicated to FMG. I'm not averse to the five-minute FMG segments, as they don't take up much content. However, I believe the exposition could be streamlined, or some elements could be postponed. Currently, with numerous characters introduced all at once, it may be challenging for players to immediately grasp their significance or to thoroughly explore their traits and backgrounds. I suggest that Karina's storyline could be rescheduled. Additionally, I am somewhat skeptical about the amount of content this game will offer. Personally, I prefer a more gradual FMG progression. While a faster pace is appropriate for an illustrated short story, in a game, the protagonist appears to reach their developmental limits within half an hour, making it impossible to hide from the others. As another commentator suggested, the game cannot simply revolve around a talisman relay race. Therefore, I believe a slower pace would allow each character to undergo a more fulfilling development, thereby enriching the overall content. Nonetheless, I still hope the game offers means of growth beyond the use of talismans.