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Recent reviews by It'sJustaPrankBro

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7 people found this review helpful
12.1 hrs on record (12.1 hrs at review time)
The game is beautiful, the animations are on point.
The characters are interesting.
The gameplay is not that great.
It feels like the game doesn't want you to play it.
There are some serious game design issues.

I feel like the game design strategy was more on adding more systems instead of balancing and improving the quality of life from the systems that are the main loop of the gameplay.
It takes sooo long to brew a potion. The game doesn't give you a tool to improve the experience of brewing, it just keeps adding more stuff. The more you advance, the more it takes to brew a potion and the more cauldrons you will have to manage. I just beat the second boss and it is taking me so long to pass 1 day and it feels meaningless. I can't focus on any other system of the game because the main point of the game is brewing, it gives you money, allows you to send characters to adventures and so on.

By the way, don't bother that much with evolving your cauldrons, every time you pass a boss they will unlock new and more powerful cauldrons, and since money is really limited, you better save it for other systems. By the way, if there will be better cauldrons later on you should just show a silhouette of it so the players know that new things are coming and don't expend their hard earned money on a useless upgrade.
The game design decisions go wrong on every step of the game economy. Why should we pay to send heroes to do adventures? We are already sacrificing a bunch of potions just to enable them. It has no purpose other than to sink even more a badly balanced economy.

And I really don't get why they made the game so hard on gathering money. It is SO frustrating to win a competition and get nothing out of it. It is such a basic game design rule to reward the player for ending a cycle of the game, for beating a boss. But not, they just refuse to give you anything. And I mean, it doesn't even fit the mood of the game. It is like the economy was made by a hard horror survival game, where every little thing matters.

Anyway, I played 12 hours of this, I loved the characters and really wanted to see the whole story unfold, but I gave up and won't be playing again. Time is limited and this game has just become a chore now.

Great achievement from the whole developing team. But it is still a game, and the game design is killing the whole experience.

I just saw the credits, and have a tonne of artists and musicians credited, but there is no game designer team on the credits. This explains a lot of the problems of this game. Please, you guys desperately need a senior game designer. (also, let me know if you are looking for 👀)
Posted 5 February, 2023. Last edited 5 February, 2023.
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19 people found this review helpful
1 person found this review funny
41.2 hrs on record (41.1 hrs at review time)
YES, PLAY THE GAME, BUT THE GAME IS BAD.

I kick-starter this game. I had a lot of hopes and loved the idea.
Unfortunately, this is one of the worst difficulty designs I ever saw.
The game try to simulate the atmosphere of Lovecraft Myths and do it pretty well. The art of the game is amazing, but the game design really spoil the experience. They don't want to challenge the player or to make it the difficulty about strategy and well planned actions, is all about luck. The game is 80% based on luck.
The boss fights are one of the worst ideas I ever played. In summary is a monster that attack 4 times in one round with a bunch of objects protecting him.

The worst part on the battles, and that you really fell during the boss engagement, are the reordering of characters turns. This is completely absurd. To the point where sometimes a boss attack four times, and right after 2 of your characters he attacks again! There is no strategy you just keep watching the boss beat your whole team to death. It's not funny, its not hard it's purely bad design.

I get it, the point of the game is to frustrate not entertain, but they did it completely wrong. I am a huge fan of Lovecraft Myths and punitive game design. When done right it is really engaging and an immersive experience. But this game do it wrong. You don't want to try again because you don't fell that you lose because of your own actions you just fell that you were cheated by the game, and that it is exactly what happens.
Dark Souls has the same philosophy of game design but is well execute. That game crushes the player but you want to keep trying because you know was YOUR fault, you mess up. The game is punitive and hard with eh player, but it's fair. Darkest Dungeon is unfair.

'The game designer created a lot of great ideas, such as limiting your party level when exploring dungeons so you don't farm and get over power with easy levels. if you extend to much a fight just to heal your characters the enemy receive support from more minions (that's a really cool idea), but the combat design is really random. You can lose a member of your party against minions if you are just unlucky enough and this will happen.

The main problem with losing your party is the amount of time you need to assemble them. Took me at least 3 to 5 hours to gather a good team with good equipment to go on a boss hunt. See them all being vanished by a random chance based boss is game breaking. Even if you go back "more prepared this time" it is no up to you, it's all about luck. One of the hardest bosses took me 3 attempts. On two of them I was obliterated, the third time I just got lucky, the boss didn't focus my healers and I won easily the fight. I didn't change any of my strategy, I actually was even less prepare since I was already giving up. After that I just stop playing and didn't finish the game. WINNING was even WORSE than losing, because make me realize how bad was the game design and how stupid I was by keep playing such a random based game.

The game could easily be better if the game design focus more on surprising the player instead of using randomness as the lethal weapon. I would have don it completely different. I think boss battles should be more puzzle like instead of a thing that is protected by other objects or creatures that they summon. I would make easier to assemble party so even when you lose by randomness you at least don't have to expend another 5 hours for a second try of the boss. And definitely would make the rules way more logical. The reroll of turn order is bad, like really bad. For what I understand the speed is just an attribute that add to a random number rolled for each character and creature every turn. So don't matter how high is your speed, you will have the chance to just start after an enemy. This looks to work OK until a boss battle where ONE enemy can act 4 times, which becomes 8 times (how they let an enemy act four times in a roll?). Make the enemies unpredictable by actions not by turn order. The whole game has a lot of unpredictability such a party order, negative stats, stress, torch light etc. The turn order changing every single turn is a joke Just because it can break boss battles. At least on boss battle the game design should have the common sense of not letting a boss act 8 times in a roll before your healers can act.

Most of all, the easier way to solve RNG problem is to make it a pseudo RNG. Where chances increase or decrease each time they happen.

Just want to add that another poor decision on game design are the enemies that can attack all your party and stun on a single strike. I already lost 3 boss battles that were easy wins just because 1 of this attacks crit and stun my whole party. After a single lucky skill from an enemy my whole party died on a fight that were already won. It feels like the game was not even well tested. Once again, if you lose a party of a high level (lvl 5) prepare to lose at least 5 to 8 hours of your time just to have a second chance.


I really want to say that I recommend the game, even more because I was looking out for it since the kick-starter campaign. The art is amazing. The sound design is great. I love how the music changes when your torch is getting weaker. There is a lot of potential on the party idea and the mechanics, but it is a game to be played once and never get back because it lack the most important thing that a game designer should understand, PLAYER AGENCY. It is very simple, a player's death will never be understand unless the player had enough agency to prevent it. So, unfortunately, and as a huge fan of the idea I would say that you should not buy it for the full price. Get on a steam sale discount.
Posted 14 December, 2016. Last edited 25 September, 2019.
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Showing 1-2 of 2 entries