A fun and unique deckbuilder that plays like a cross between Library of Ruina and Fire Emblem The Good + The art and visuals are very nice and well put together. The different worlds all have their own distinct themes and visual styles. The characters have very cute miniature sprites for on the battle and larger portraits for cutscenes and dialog, all of which look clean and appealing. + Phenomenal soundtrack, does a great job of establishing tone. The game has a substantial 23 tracks to its name, and they are all pleasant to listen to whilst fitting the themes of their respective areas. My personal favorites are "Crystal Caverns" (Crystal Cavern overworld theme) and "Beware the Ghouls" (Ashguard battle theme). + The writing is solid. The plot isn't very complex, but instead serves as simple and effective dressing for introducing the characters and getting them towards the next fight. The game's also got a charming sense of humor, it doesn't take itself too seriously without being very in your face about it, which complements the relaxed vibe that the game is going for. Made me crack a smile without ever making me cringe, which is more than I can say than for a lot of other comedy games. + The build system is VERY customizable and flexible, any unit can equip any item and almost any card. This is the biggest draw of the game for me, constantly getting a new item that enables you to try out an entirely new style of build. So many unique ideas too, like doubling range but capping move at 0, forcing you to use cads for mobility, or giving you 50 mana at battle start but not being able to regen any at turn end. It feels like every item in this game synergizes with something, so you can make a build out of just about anything. + Even with unit customizability so high, units are still able to maintain a strong identity due to their unique stat spreads and ultimate cards, as well as setting a limit on how many cards can be transferred at a time. + Difficulty feels well balanced throughout the entire campaign. There are many powerful builds that you can make, but never to the extent that it completely trivializes the game. Has a bit of an inverse difficulty curve as your units get much more versatile as your available items increase, but even at its hardest it is still very manageable. + Built in randomizer for repeat playthroughs. I haven't done a randomized run yet, as I only just finished the game normally, but always nice to have the option to replay the game with a fresh coat of paint. + The game is still being updated. Granted, at the time of review, it has been only a month and a half since the game's release, but it's still proof that the devs are still actively trying to make this game as good as it can be. The Bad - Interacting with the UI and inventory management is an absolute chore. Items and cards don't show up when equipped on another character, so if you forgot where you last used any of the 100+ items then you need to check 7 different inventory screens. Additionally, unequipped cards are all stored in one giant list, in an arbitrary character order. Finding the specific card for your builds requires a lot of scrolling and memorization as to what cards there are, as well as who that card belongs to. Would be greatly improved with some kind of search feature. - Somewhat confused design with random growths and (optional) permadeath. In Fire Emblem both of these functions serve a point as to making units disposable, and it makes sure to always give you way more units than you could deploy so you have replacements in case some of them get unlucky and die. In this game, I am unsure of what purpose they serve, given that each unit has a distinct role and builds that can't just be used by other characters, so if a unit overextends and dies that's an instant restart. Especially since you only get a total of 7, so that's only 4 mistakes before you are unable to fill the max deployment slots of 4. Granted the permadeath thing is only optional, but I feel like it's design conflicting with the rest of the game to the point that it shouldn't be included in the first place. Plus it's also a requirement for 100% achievements, so it's only optional if you aren't going for that. Personally, I think it would have been better to just game over on character death, because even though that would be "harder" it would prevent you from softlocking your save file if you run out of characters. - Random growths cannot be disabled. This is more of a personal thing for me, but I don't like having my units permanent stats be determined by random chance. Would much rather fixed growths every level up or at least an option to switch between the two. - No option to repeat battles for missing chests. Again, this goes back to my earlier point about how I dislike how overly punishing this game is for mistakes, and I feel like permanently missing out on items that enable unique builds is too strong a punishment and removes fun options for an already struggling player. However, the chest requirements are often very lenient because of this, especially since worlds can be tackled in any order, meaning that all chests need to be reachable regardless of your equipment. Also it would just be nice to have the option to repeat the same battle with different equipment to test out different builds and to see how far your characters have grown. - Repetitive map objectives. 95% of the battles in the game are all rout objectives. The only chapters that differ are the boss battles of each chapter which are where the objective is instead to "defeat boss" and a singular escape objective found in Crystal Caverns. - Overworld walk speed is painfully slow, especially when retreading areas looking for missed collectibles. So much so that I'd recommend downloading Cheat Engine to use its speed up function. - Missing ending cut scene. After you beat the final battle, it just cuts to credits with no resolution whatsoever. Literally all of the other worlds bosses had post fight cutscenes, so why are they missing on the final boss, where it's most important? Feels really jarring, and gives no closure, leaving a bad taste in your mouth wondering "That's it?" after an otherwise climactic battle. + Edit: This has been changed in the most recent patch, which added a cutscene after the final battle. Makes the ending a lot less abrupt, also shows the devs are receptive to feedback. Concluding Thoughts Overall it's a great game and I'd strongly recommend to anyone who is a fan of these highly customizable deck-builders like Library of Ruina. Even though I had a few small gripes with the game, they by no means ruin the experience, and I had a blast playing it all the way through. Looking forward to seeing how this game will change in the future and what the developers next project will be.
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