Weaver
Bio
If a game is backlogged or I'm currently playing it, the highest I'll give it is a 3.
If a game is backlogged or I'm currently playing it, the highest I'll give it is a 3.
Badges
On Schedule
Journaled games once a day for a week straight
Noticed
Gained 3+ followers
Gamer
Played 250+ games
Busy Day
Journaled 5+ games in a single day
Liked
Gained 10+ total review likes
N00b
Played 100+ games
Favorite Games
354
Total Games Played
024
Played in 2024
028
Games Backloggd
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Not awful, just a game I question so many gameplay choices and also some UI problems with. This'll be an awful review and handpicking this I don't like so here goes.
This is a game you will 100% sink tons of hours into because of its rougelite type because you'll be hellbent focused on upgrading choices and will probably only beat when you get tons of time spent into it. The thing with it is based on how upgrades and skills work, I feel no other real motivation besides beelining straight towards things like Memories that give me more skills (and skills that are actually good) as well as paths for candles so I can upgrade. I don't really naturally explore and it doesn't feel as fun.
I don't really have a good train of thought so I'll just go down a list of problems I have.
The whole "Needing a trophy by killing a boss to get to the mountain" isn't bad, it means the player will be forced to take a hard battle and need to decide while one they want to take whenever they want along the journey. However, I do find it ridiculous I can't get trophies from random event bosses, like Death and The Warlord don't give you any.
Handling relationships is annoying, and I hate how skills can be chosen and tied to negative relationships and cause negative tokens for other characters. What I hate the most is one, it locks it to back half buttons of skills so 5 and 4 and so on which messes up my whole rhythm for the rest of my skills instead of just leaving it where they are, game I'll notice the big blue negative flame on my skill dw. Two, it'll choose skills that you haven't even used, how are you going to envious of an ability I have never used and would never use because it's awful. And three, how quickly negative relationships can develop because how is it when my Highwayman who I brought in immediately after my PD died is already making problems with my Crusader? Hasn't even gone out to a region yet.
There's also just so many buttons for tabs and inventories to sort through, why not just put Goals on the Map page and leave it there?
This is a game you will 100% sink tons of hours into because of its rougelite type because you'll be hellbent focused on upgrading choices and will probably only beat when you get tons of time spent into it. The thing with it is based on how upgrades and skills work, I feel no other real motivation besides beelining straight towards things like Memories that give me more skills (and skills that are actually good) as well as paths for candles so I can upgrade. I don't really naturally explore and it doesn't feel as fun.
I don't really have a good train of thought so I'll just go down a list of problems I have.
The whole "Needing a trophy by killing a boss to get to the mountain" isn't bad, it means the player will be forced to take a hard battle and need to decide while one they want to take whenever they want along the journey. However, I do find it ridiculous I can't get trophies from random event bosses, like Death and The Warlord don't give you any.
Handling relationships is annoying, and I hate how skills can be chosen and tied to negative relationships and cause negative tokens for other characters. What I hate the most is one, it locks it to back half buttons of skills so 5 and 4 and so on which messes up my whole rhythm for the rest of my skills instead of just leaving it where they are, game I'll notice the big blue negative flame on my skill dw. Two, it'll choose skills that you haven't even used, how are you going to envious of an ability I have never used and would never use because it's awful. And three, how quickly negative relationships can develop because how is it when my Highwayman who I brought in immediately after my PD died is already making problems with my Crusader? Hasn't even gone out to a region yet.
There's also just so many buttons for tabs and inventories to sort through, why not just put Goals on the Map page and leave it there?