jademonkey
2021
This is an auto-battler take on the Slay the Spire/Monster Train type rogue-lite. You pick 3 heroes initially (and 2 more over the course of the playthrough) from a decent sized roster (~15), and then progress through a game board with various types of nodes, much like in the aforementioned titles. Being an auto-battler, your decisions are in which heroes to select, what to equip them with, how to position them at the beginning of battle, and when to use consumable potions during battle. There's a surprisingly good depth of gameplay for the simple concept. As with the other games in the genre there's an incremental difficulty increase unlocked as you beat the game each time. I've managed to make it about halfway in (8/20) without repeating the same strategy twice so far, so there's a great variety of options that are viable.
I'd definitely recommend giving this a shot if you're looking for another rogue-lite fix. I've already put in 11 hours this week, and see myself jumping in for a run or two here and there for quite a while.
I'd definitely recommend giving this a shot if you're looking for another rogue-lite fix. I've already put in 11 hours this week, and see myself jumping in for a run or two here and there for quite a while.
2006
Pretty cool game. I really enjoyed the characters and writing, and the plot was good for how short it is. The voice acting was overall really well done given this was small title from almost 15 years ago. I wasn't a fan of some of the point and click guess the creator's intent stuff, though.
While the first game is a fairly average experience, the series just gets better and better with each game.
While the first game is a fairly average experience, the series just gets better and better with each game.
2012
I think ToME is my most played game of all time. It's an excellent roguelike with a huge variety of character options. The game is certainly overlong, and random spikes of difficulty can be frustrating, though both issues are mitigated by the default mode allowing for multiple lives. I don't play it much these days since it can really chew through time, but I'm sure I'll be back when the upcoming DLC finally releases. Well, if it does.
1996
This was one of my absolute favorite childhood games. There's no separating nostalgia from quality here for me. I played through each of the minigames more times than I can count growing up, and loved every minute of it. I still had a blast when I picked the game up a couple of years ago. There are just so many fun powers to play around with, and the Kirby vibe is great.
I played through both campaigns of the redone "Gold" version of the game recently. It was very much a late 90s/early 00s experience, right down to the bad voice acting and UI. That said, it also had a charm to it that I haven't really seen much in the last 20 years. I don't know how to quantify it, but it was there. Overall, I had a good time despite the cruft. Worth looking into if you like turn based strategy with a bit of RPG elements and campy storylines/humor.
I liked Final Fantasy 12 quite a lot early on. The combat and character development systems were just different enough from what I was used to to pique my interest. The story had a fairly strong start, and I liked all of the characters (even Vaan and Penelo). The presentation of Ivalice was excellent, and I actually liked trudging around the deserts.
However, as the game progressed, I found myself losing interest and becoming more frustrated. Once I had decent gambits set up, combat largely became a matter of just letting the game play itself. I don't think this is actually a bad thing in and of itself. Being able to operate at such a strategic level has its charms. Unfortunately, the combat animations were just flat out boring. This was further worsened by the lack of interesting abilities. Technicks just weren't cool or useful, and the magic system was quite standard. The martial classes felt far too similar to one another to feel like there was much more diversity in the party than "casts spells" or "doesn't cast spells".
Unfortunately, my growing dissatisfaction wasn't limited to the combat and character building. The main party interactions felt very limited -- I really wanted to see the characters play off each other more. I may have had this feeling in part due to the extraordinarily large amount of dungeon crawling that separated each tidbit of story. Even on x2 or x4 speed, it ended up feeling like an eternity between story elements. Now, this is partially my fault. I don't think I should have hit as many of the hunts early on as I did. I think the story also hit a pretty hard lull about halfway in, which didn't really resolve itself until the very final portion of the game. On top of that, there were several story elements that just felt like they came out of left field or were cool but didn't end up playing into the storyline nearly enough for my liking.
In the end, I don't think it's a bad game, and I think the people who love it are justified. It just didn't really click with me the way I would have wanted. I lost my motivation to keep slogging through the dungeons in the penultimate dungeon. It was just too damn long for me. I ended up reading a synopsis of that dungeon's story elements and then watching a lets play of the final boss and ending FMV. I have no regrets about making that decision-- I actually ended up enjoying the ending of the game, but don't think I would have if I'd spent another 5 hours slogging through dungeons to get there.
However, as the game progressed, I found myself losing interest and becoming more frustrated. Once I had decent gambits set up, combat largely became a matter of just letting the game play itself. I don't think this is actually a bad thing in and of itself. Being able to operate at such a strategic level has its charms. Unfortunately, the combat animations were just flat out boring. This was further worsened by the lack of interesting abilities. Technicks just weren't cool or useful, and the magic system was quite standard. The martial classes felt far too similar to one another to feel like there was much more diversity in the party than "casts spells" or "doesn't cast spells".
Unfortunately, my growing dissatisfaction wasn't limited to the combat and character building. The main party interactions felt very limited -- I really wanted to see the characters play off each other more. I may have had this feeling in part due to the extraordinarily large amount of dungeon crawling that separated each tidbit of story. Even on x2 or x4 speed, it ended up feeling like an eternity between story elements. Now, this is partially my fault. I don't think I should have hit as many of the hunts early on as I did. I think the story also hit a pretty hard lull about halfway in, which didn't really resolve itself until the very final portion of the game. On top of that, there were several story elements that just felt like they came out of left field or were cool but didn't end up playing into the storyline nearly enough for my liking.
In the end, I don't think it's a bad game, and I think the people who love it are justified. It just didn't really click with me the way I would have wanted. I lost my motivation to keep slogging through the dungeons in the penultimate dungeon. It was just too damn long for me. I ended up reading a synopsis of that dungeon's story elements and then watching a lets play of the final boss and ending FMV. I have no regrets about making that decision-- I actually ended up enjoying the ending of the game, but don't think I would have if I'd spent another 5 hours slogging through dungeons to get there.
I have a ton of complaints about missed opportunities with mechanics (especially jail needs system), some creepy fan service, boring combat, overly winding dungeon designs with poor loot payoffs, etc.
In the end, though, I didn't mind doing some grinding and I enjoyed the setting, characters (even if they were a bit tropey), and story enough that I'm glad I pushed through the less great parts. Got some weird shit going on there and I dug it.
In the end, though, I didn't mind doing some grinding and I enjoyed the setting, characters (even if they were a bit tropey), and story enough that I'm glad I pushed through the less great parts. Got some weird shit going on there and I dug it.
2018
This game is pure pseudo-idler crack.
You essentially manage a city in support of sending out groups of 5 adventurers to explore different realms and fight monsters. The adventurers automatically use their basic skill to attack enemies/heal/buff, but also have a tactic that has a larger effect and can be manually used after building up 'rage' (though you can also set up some very basic logic to automatically use tactics if you desire). There's a wide variety of adventurer types and equipment with effects that can legitimately change how an adventurer functions. The balance is surprisingly decent until you start pushing into hundreds of hours played, so a wide variety of combinations of units are completely viable. Thus, exploring new strategies is surprisingly enjoyable. As you get further and further in the game, more and more mechanics upon up to interact with. The rate of introduction is well managed, allowing you to always have something nearly in your grasp, but never overwhelming you.
All that said, the localization is... not great. The story is almost incomprehensible and every apostrophe has bizarre spacing around it. Of course, story and presentation aren't really the main draw of the game. Unfortunately, the language issues also carry over to gameplay descriptions, causing occasional confusion on important issues like "Does this trigger when I take damage or deal damage?". It's usually fairly easy to figure out, but still frustrating.
All in all, if you like seeing numbers going up and fiddling with party compositions or equipment load outs, Dragon Cliff is definitely worth a look.
You essentially manage a city in support of sending out groups of 5 adventurers to explore different realms and fight monsters. The adventurers automatically use their basic skill to attack enemies/heal/buff, but also have a tactic that has a larger effect and can be manually used after building up 'rage' (though you can also set up some very basic logic to automatically use tactics if you desire). There's a wide variety of adventurer types and equipment with effects that can legitimately change how an adventurer functions. The balance is surprisingly decent until you start pushing into hundreds of hours played, so a wide variety of combinations of units are completely viable. Thus, exploring new strategies is surprisingly enjoyable. As you get further and further in the game, more and more mechanics upon up to interact with. The rate of introduction is well managed, allowing you to always have something nearly in your grasp, but never overwhelming you.
All that said, the localization is... not great. The story is almost incomprehensible and every apostrophe has bizarre spacing around it. Of course, story and presentation aren't really the main draw of the game. Unfortunately, the language issues also carry over to gameplay descriptions, causing occasional confusion on important issues like "Does this trigger when I take damage or deal damage?". It's usually fairly easy to figure out, but still frustrating.
All in all, if you like seeing numbers going up and fiddling with party compositions or equipment load outs, Dragon Cliff is definitely worth a look.
2018
Steam's recommendation algorithm kept pushing Infinite Adventures me, so I decided to grab it on sale. It's a perfectly fine blobber/dungeon crawler experience in the Wizardry/Etrian Odyssey style. It's at a good price point and made by a small indie team, which always gets some bonus points from me.
Combat is standard JRPG fare, and on the better side of average. There's a nice range of viable classes with meaningful passives, plenty of active abilities, and differing methods of resource management. Buffs and debuffs are meaningful and worth using, and even end game bosses are usually vulnerable to few that'll make the fight much easier. There's no particular mechanics that really elevate the game beyond standard menu based combat, but it's nice to have well executed traditional mechanics from time to time.
The story is decent enough for a dungeon crawler, and its fully voice acted. The voice acting isn't top shelf, but it's a very nice and unexpected touch for a small team. The side characters brought some extra charm to the game, which was appreciated.
My biggest complaint is that the dungeons are just not that interesting. They're not bad, but, when the game is focused around dungeon crawling, you'd think every floor would have some type of unique set piece and/or there'd be some sort of unique mechanic. There are a few things that show up, like wind tunnels that push you and ice that you slide across, but they're all very simple and standard affairs. There's also some block pushing puzzles, but they're exceedingly basic, with only the last puzzle or two requiring any forethought whatsoever. There are field skills, but they just let you find hidden walls and gather resources from nodes -- you'll generally be able to keep these up to date without too any hassle and they don't really provide much interactivity. Hunting down treasure chests is also generally not that rewarding. More often than not, it's just some gold or items that you've already purchased.
In the end, though, Infinite Adventures is a solid experience. If you like these sorts of dungeon crawlers, you'll almost certainly enjoy your time with it.
Combat is standard JRPG fare, and on the better side of average. There's a nice range of viable classes with meaningful passives, plenty of active abilities, and differing methods of resource management. Buffs and debuffs are meaningful and worth using, and even end game bosses are usually vulnerable to few that'll make the fight much easier. There's no particular mechanics that really elevate the game beyond standard menu based combat, but it's nice to have well executed traditional mechanics from time to time.
The story is decent enough for a dungeon crawler, and its fully voice acted. The voice acting isn't top shelf, but it's a very nice and unexpected touch for a small team. The side characters brought some extra charm to the game, which was appreciated.
My biggest complaint is that the dungeons are just not that interesting. They're not bad, but, when the game is focused around dungeon crawling, you'd think every floor would have some type of unique set piece and/or there'd be some sort of unique mechanic. There are a few things that show up, like wind tunnels that push you and ice that you slide across, but they're all very simple and standard affairs. There's also some block pushing puzzles, but they're exceedingly basic, with only the last puzzle or two requiring any forethought whatsoever. There are field skills, but they just let you find hidden walls and gather resources from nodes -- you'll generally be able to keep these up to date without too any hassle and they don't really provide much interactivity. Hunting down treasure chests is also generally not that rewarding. More often than not, it's just some gold or items that you've already purchased.
In the end, though, Infinite Adventures is a solid experience. If you like these sorts of dungeon crawlers, you'll almost certainly enjoy your time with it.
2015
2020
The controls are a bit clunky. The graphics area bit muddy. The difficulty starts surprisingly high and quickly drops to nothing.
None of that mattered too much in the end. I had a great time regardless. It hit all of the most important Castlevania notes for me -- great exploration, fun abilities, and a campy story.
None of that mattered too much in the end. I had a great time regardless. It hit all of the most important Castlevania notes for me -- great exploration, fun abilities, and a campy story.
2007