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Minerva Labyrinth's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #13 | 4.333 | 4.333 |
| Sound/Music | #41 | 3.778 | 3.778 |
| Art / Graphics | #48 | 4.000 | 4.000 |
| Overall Fun | #58 | 3.667 | 3.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
RPG
JRPG | CRPG | MMO| RPG
Rating
For 13+
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Comments
I don't really have any criticisms for the game, honestly I enjoyed it way more than I thought I would! I found the mix of magical girls in a creepy and vile atmosphere really cool. The writing was really immersive and painted a vivid image in your mind even though the rooms were quite simple in detail.
The gameplay was quite a fun challenge and forgiving so you can play at your own pace, playing it safe and healing back at base or risking going further in the same trip. Exploring the dungeon was fun as well, the occasional events and traps really kept things interesting!
Played for almost 2hrs and had to stop since I had more games to cover haha
Time Stamped YT VOD
Foreword / Disclaimer
I recorded a couple hours of gameplay footage for demonstrative purposes. Unfortunately, when the game client is changed to Fullscreen, it is no longer considered part of the designated display in OBS / Windows, so my recordings only captured audio along with a “frozen” image of the Options menu. This also means I won’t be able to provide specific details (including screenshots) of certain things I will be referring to in the write-up.
While I imagine this is an engine issue – though I am unsure which specific game engine this is built in – I’d consider it a reasonably high priority to fix, to ensure LP-ers and streamers don’t run into the same problem. I imagine a workaround to this would be to manually resize the game window instead of using the fullscreen option, but I just simply didn’t anticipate that being necessary. On a related note, the game client hijacks all mouse functionality when in Fullscreen mode, which results in a few extra steps when trying to exit out of the game.
Visuals
The general visual style of the maps and windows is appealing. Character portraits look very old-school and some of the parts vary quite a bit in terms of quality. Enemy sprites I am not a fan of stylistically, though they are competently drawn and align with the game’s dark / dungeon crawler aesthetic.
The lack of attack and spell animations is somewhat disconcerting, and icons are somewhat awkwardly placed and hard to differentiate during battle. I get that many early PC and console dungeon crawlers didn’t use animations (or reserved them for very special effects, like the original Phantasy Star did IIRC), but this is one aspect of the retro aesthetic I could do without; it makes it more difficult to parse what is happening in battle, and takes away the “impact” from certain skills. Particularly with how “squishy” most player characters are, I would like to be able to more easily see who is getting attacked, and by what. Since a lot of offensive skills (the majority I’d wager?) inflict status ailments, I found myself wishing for more digestible ways to see what states each actor and enemy have, as well as what those states do.
I’m not a fan of back row enemies being partially obscured by the front row. I get why this is done in a front-view / first person system, but it just makes the game interface and combat targeting feel awkward. (more about this when I get to controls)
I am not keen on how NPCs are just regular “search here” icons on the map rather than being full sprites – it doesn’t feel like an homage to old school technical limitations but rather more like a series of placeholders. It also makes the base map initially more confusing than it needs to be (though after a bunch of return trips you start to memorize the layout).
Audio
The map music is ambient and not particularly memorable. It’s not bad per se either, though the Subway track might be more interesting than the Hospital track, and you spend a lot of time in the Hospital stumbling through the map since there’s a very big jump in terms of complexity from the prologue to the first “real” dungeon, so it can get repetitive. I think the Base music is fine – it is very reminiscent of TES: Arena for some reason, possibly the samples used?
I’d like the sound design to be a bit more dynamic overall. What music is present adds some mood / tension but could go a lot further to enhance the experience; for example, I don’t remember if there is no regular battle music or if it’s just extremely subtle. Sound effects seemed generally in line with what I’d expect from a retro game.
Story
The world building seems fairly extensive, and I think the twists on both magical girls and magic-as-science are well done. I had a feeling that the Hate was named as a sort of socio-political commentary, and this was sort of evidenced further by one character’s dialog about how trans persons had been poorly treated historically. I am not sure if the magical girl transformations are intended as allegorical to other transitional experiences, but perhaps that is explored more later.
The dialog is competently constructed (I didn’t spot a single grammatical error or typo) but I feel like we only scratched the surface of having a full plot structure. That is OK, mind you – for a dungeon crawler, just having a justification to jump into the dungeon is fine, provided we uncover more lore / backstory / etc. later. I also felt like there was a bit of a lack of character voice – I don’t think I would be able to differentiate each NPC’s personality from one another’s without the context of A) what their job is, or B) what other characters have said about that person in their various dialog options.
There’s a few points where it is just a tiny bit too close to “wall of text”, which I think would be partially mitigated by having NPC sprites that had simple animations or something.
Gameplay
I love the create-a-character system. Party building is one of the most fun parts of CRPGs in my opinion, though occasionally that leads to a misfire like Drakken where building the team is more satisfying than actually going on the adventure with that team. While that wasn’t the case here, I did come away feeling like the game really wanted you to start with the default party, at least on a first run, as there wasn’t as much detailed game information as I would have liked to understand the choices I was making during char gen. So while the party builder is a highlight, it could also frustrate players that end up making sub-optimal choices (which seemed very easy to do, by the way, given how some of the Class and passive ability combinations had little to no synergy).
Equipment requirements being “soft”, resulting in attribute penalties rather than just being unable to use the item, seemed cool in practice but I don’t think I ever utilized that system. Without knowing more about how the various numbers and calculations work and being a risk-averse player in most cases, I didn’t feel like taking a chance with -10 Defense to gain +2 Armor, or whatever the case may be. On that note, is Defense just what other game systems call Evade? Or do they both influence incoming damage from physical? In the brief time I hung out on Hythrain’s stream of the game (I ducked out early due to wanting to play this game as “blind” as feasible), I noticed he had a lot of questions about stat abbreviations; though I was able to intuit what most stat abbreviations meant, I still didn’t feel like I knew what the actual effects of said stats were in many cases.
Balance is probably the biggest pain point for me with this game right now. Magic-users’ regular weapons deal near-insignificant chip damage, and their MP pools are very shallow considering the sheer number of enemies faced and how many hits each one takes to bring down. At the same time, player health pools are balanced on a razor’s edge; if an attack can successfully get through a target’s mitigation, it hurts a LOT, with magic attacks quickly taking down front row characters and physical skills often two-shotting the back row (thankfully comparatively few seem to have adequate range, but back row members are nonetheless always in danger of being sniped). A single dog-pile turn on any character (except maybe basic physical attacks against a heavy armor user) will result in a KO, which feels really bad when you had just set foot inside the dungeon again, after having left to restore everyone to full.
This leads me to the economy. I like the fact that it isn’t money from a narrative standpoint, even though Rem functions as money from a utilitarian sense – however this creates a bit of dissonance to me just because of how difficult it is to build and maintain any reserve of Rem while having to pay out frequent tolls of 30 or 60 bucks (though after a while I started save-scumming to avoid taking full party wipes, to be honest). Healing items cost a staggering amount of money for what they do, incremental upgrades cost about as much as you’d make from an entire dive of the hospital (barring the good fortune of locating a treasure box or two), and the player very quickly runs out of cheap upgrades to enable them to maintain a sense of progression and momentum.
This would not be quite as much of a friction point if not for the slow levelling. In the roughly 2 hours I played Minerva Labyrinth I only leveled up once, and that was from the first boss. It wouldn’t surprise me if, despite showing Exp after each fight, the actual level ups were somehow tied to story or exploration milestones, because I spent ages at level 2, only accumulating small upgrades through the occasional item find or shop visit. Encounters simply didn’t seem to yield enough experience to matter (and I don’t recall being able to see my Exp to next level shown anywhere). I also can’t be sure due to the loss of game footage, but it seems like stat increases from level are very small or non-existent. This isn’t necessarily a problem, though having that information might influence how a player does their initial party configuration – for example, if we know that END never increases, then we can plan accordingly during character generation, and not (for example) expect for our medium armor wearer to eventually graduate to heavy armor, as they do in many RPGs.
Skill design felt solid to me for the most part, with none of the skills in my chosen party (War, Moon, Earth, Storm, and Hunt) coming across as lacking a use case, though the specific numbers sometimes felt “off”. In particular I felt like War – or perhaps just greatsword users in general – dealt substantially more damage than other melee classes, and in fact their basic attacks were about on par with Moon or Hunt’s skills. I did like how the Hunt skills were designed around applying and managing debuffs, while the Moon skills worked predominantly with MP recovery; Storm and Earth didn’t use mechanical congruence but instead had abilities that felt “on flavor” for their respective elements, and I felt those were well conceptualized also. I should add that the DoT skill from Storm was very powerful, and it was welcome for the damage proc to occur before an enemy acted, which could sometimes finish them off and thus prevent incoming damage.
UI and Controls
The default enemy targeting scheme feels backwards to me: up / down would intuitively change rows and left / right would intuitively change targets within a row, IMO. This is an opinion / preference thing and in any case, I believe it can be changed but felt worth mentioning since I found myself frequently fumbling when trying to target the back row of an enemy group.
It took me a while to understand the various menu hotkeys (playing on an X Box 360 controller by the way, I should have mentioned that before!) and it seemed easier to just go to the main menu by pressing Start. This may be less of an issue on keyboard, where the default key binds would ideally make sense as a sort of mnemonic device to help the player remember (M for Map, etc.) I didn’t think to try that as I eventually got acclimated to the controls well enough anyways.
Map movement itself felt fairly responsive, and the addition of sidestep / strafe keys was quite welcome. Some of the glyphs on the minimap were a tiny bit odd (letters instead of icons for example) but it didn’t hurt anything in terms of readability. Just having a minimap is certainly an upgrade from some of the very old-school dungeon crawlers, after all!
Closing Thoughts
I did enjoy my time with this game overall. The core gameplay loop felt satisfying and I think it could end up being quite addictive with some of the details and balancing tuned just a bit more. The cycle of exploring, returning to town to recharge, and upgrading before going on the next dive did remind me a bit of the SNES game Arcana, now that I think about it further. The experience wasn’t quite compelling enough for me to clear the entire hospital dungeon, but I am confident audiences looking for a crunchy dungeon crawler will be engaged.
Thank you for the detailed feedback, and I'm sorry you didn't find it engaging enough to continue. A few responses:
One thing to clarify, I misspoke when I said OBS as I am actually using Streamlabs. I do have it set to capture a screen/display rather than an application or window, which is what surprised me about it failing to grab my testing footage. Still, I can try the non-windowed approach if I run into a similar issue with this (or another) game in the future. It sounds like you may have a viable workaround moving forward, as well.
The mouse cursor can't leave the game window when set in fullscreen mode, which is what I meant by "hijacking". I know this is not entirely uncommon, though I had a controller plugged in and for some reason expected that to take priority, allowing the mouse to interact with the OS or other applications.
Sprite work is tricky and time-consuming so I get that compromise. To me it does affect the readability of the game, rather than just being about presentation, and I'd personally prefer even very simple animations over having no visual indicators at all. But you'll of course need to weigh that versus the level of effort and how many other players have even mentioned it. I think quick, punchy animations like SaGa I's could work, but you'd want to avoid more elaborate sequences like the ones added to certain DQ III remakes.
I did see that status icons were displayed, I just wasn't sure how to easily identify what certain states did (especially the ones added by monster attacks). It's possible there was something I missed in the game guide or an NPC dialog.
I do remember checking the in-game manual for stat info regarding Defense, etc. and must have missed this one, or was perhaps overloaded and didn't absorb it.
The difficulty and economy are curious design choices to me because I generally associate transforming magical girl squads being much better aligned to a flashy power fantasy than to a sort of grindy, attrition-based experience. I'm not saying it can't work, though there are some points where I felt like there was a major disconnect between how our protagonists are framed, versus how they actually functioned in combat. And it's one of those things where, if subverting audience expectations was the goal, it may actually need to be more overt to really drive the point home.
I do agree it would be best to at least convey for the purpose of stat allocation that these choices will permanently impact equipment selection. Just because "cannot be changed" could come across more like "you cannot respec your build" rather than how it's actually intended. At least in my case, I saw that and assumed that I couldn't fiddle with the base scores after leaving char gen but they would still grow as we went through the game, either via items or possibly just levelling.
I didn't try changing any of my back row characters to better weapons mainly because it felt like their spells were barely keeping up as-is, and I was skeptical about conceding any additional spell power. While having slightly more meaningful basic attacks would improve MP economy, it's generally better to have one good skill with a cost and one bad free skill, than two mediocre skills (even if one of them is free).
The weight system seems OK to me. I may have been more inclined to theorycraft if I knew how much of a difference in hit rate 5 or 10 Defense might incur, since I could then compare that to average incoming damage and decide if it's worth the trade based on those criteria. But I think my friction was due to some game systems being a bit opaque not the system itself.
If it helps, I found the technical writing better than the characterizations. But either way, nothing to be sorry about!
Being able to flip the controls is welcome, it just struck me as an odd default configuration. Again, pretty subjective. Though I suppose even flipping that setting won't necessarily resolve the enemy back rows being partially hidden by the front rows.
I don't think there's a problem necessarily with the support skills being less "gimmick" driven compared to melee and direct damage abilities. Though support skills often get used less when healing is a frequent need, and MP reserves are very limited. So it may be worth revisiting costs for some of the peripheral stuff, before increasing / tuning their effects.
I can't reproduce this. Can you provide more details about your setup?
The main menu during combat has a Status command. This will allow you to select any combatant and view details for all of their active status effects.
Can you give examples?
I meant the passive skills that you choose during character creation. You said that some of these lack synergy, and I agree. I like this setup, but the choices could be more impactful or interesting.
Overall , at the time of writing I only spent about half an hour doing the tutorial, but despite that and my thoughts that the combination of a Magical Girl Saturday night anime with a gridder being a bit of a weird combo, I enjoyed this as it hits the gridder itch decently (and there's a pretty bad lack of new games in this genre).
v0.7.8 includes improved skill descriptions and tutorial messages as well as some small adjustments to the emergency room layout.
v0.7.7 includes a greatly stripped-down tutorial, (hopefully) improved random number generation, and a slightly easier start to the hospital, among other things.
Had a wonderful time playing Minerva Labyrinth today!
I don't play a ton of dungeon crawlers, although after this and another one I've played fairly recently, that might be about to change!
I found the movement to be fluid and easy to remember, although I would sometimes forget which interactables interact upon coming in contact with them, and which required actually interacting. Combat was intuitive, and openly difficult for early levels, which, as I noted, it was open about! The Labyrinths are clearly not meant to be done in one attempt, which I like as an added layer of gameplay.
The story is also quite interesting, and I am a sucker for magical girls!
Overall, very solid game, and I'm excited for full release!
https://www.twitch.tv/videos/2551305111
Thank you for the review, I'm glad you enjoyed it. (she did say "commuters", not "commoners." :p)
I ended up making drastic cuts to the tutorial after your stream. You didn't seem to mind it, but it hasn't been effective or engaging for most people, as far as I can tell.
So I don't have a ton of experience with the first person dungeon crawl. It's one of my rpg gaps that I'd love to fill in more, but I do have some experience. I think what is here calls back to those classic rpgs quite well and I thought it controlled well and was easy to understand what was going on. The music and sound could def be expanded though, but I also understand doing music for an rpg with a lot of repeated music for battles is rough. Like a recent rpg that did well with that literally had like 4-5 hours of it's 8 hour soundtrack for zones and battle music to avoid it, and that's not feasible for everyone. Something a bit longer and maybe a few tracks could potentially be possible though and would help some. But like I'm prone to just turning off the music in a game like this regardless of how good it is and just vibing with my own music, so I don't really think it's a big deal, just worth mentioning.
I will say it also might be nice if the characters could get a small amount of MP back (maybe even just 1) with a base attack (I didn't defend enough to see if that restored any) as especially the mages feel really useless as soon as they run out of MP, or when they aren't using MP and they don't have a ton of MP in general.
Overall though I think this is a great attempt at the classic dungeon crawl though and that you should be proud of what you have made and I look forward to seeing how the final project turns out.
Thank you for the review. At one point I did consider something like restoring MP with Defend, though I decided against it. MP is pretty tight at the beginning of the game, but you gain more flexibility after a few levels. Of course, when building a custom party, there is always the Moon aspect, which serves as a mana battery.
This game does a lot of stuff well. I think with a bit of trimming on the tutorial and focus on pacing for the big "yay" moments for players, this could be one to keep returning to! Thanks to feedbackquest for putting this on and for the dev for sending over a build!!
Video review here:
Thank you for the review. I am making some dramatic cuts.
Thank you for the invite, I tried the tutorial section but was not able to progress very far. I personally just don't like dark dungeons and have trouble staying on the stage to go through with it, my thought as a player is "if I am already having trouble with tutorial that should be basic... how am I going to stay on the full game?" In tutorial stage, it's important to break things down so I am only learning 1 thing at a time with key prompt, more hand-holding, it will take much longer, but players will learn with a smoother, happier experience.
I know you are considering revamping the tutorial stage already so hope the future version will connect with me more. One strong point is definitely the monster design. I love how creative they are. I like the concept but probably can't say it's my kind of game, I would need the characters to be stronger portrayed, (every face looks the same on icon is a problem for me), stronger written, like they should talk to one another even on tutorial stage to show personality, especially if its RPG genre that's known for strong character writing.
Also the music, it was giving me a headache, please consider a different tune that loops better, better balanced with a longer composition of at least 2-3 mins. As for tutorial design ref, I would recommend check out your fellow RPG dev "Emblem: Sunless Vow" how they did it, it connects much more smoothly when it's done in a very gradual manner.
Hope others can find your game enjoyable, there's much to be desired for me in it's current stage. Keep polishing!
Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
Ok, so I have a lot to say about this. I could talk about the visuals and how I like the DOOM-esque style and the monster design but wished that areas had more environmental items placed instead of literally everything being just "told" to the player, or about how I like the music and sound effects but wish the music had a little more going for it... but my gawd, I need to talk about this gameplay and just how brutal it is... and not in a good way.
Let me preface this by saying I like a good challenge. However, one rule about challenges is that it needs to be in the player's control; if things are harder, it should be because of their poor choices and not because the system is designed against them. With that stated, allow me to highlight some major problems.
First, there's accuracy. This game is a miss fest. I'd wager somewhere between 30 to 40% of all of my attacks miss. This is an excessively high rate that unnecessarily adds difficulty. While there are buffs that do improve accuracy, even with them I find I'm missing too much. To contrast this, enemies don't seem to miss anywhere near this same rate even with the miss debuff applied (which, by the way, I find a lot of monsters resist anyway). This is then compounded by the fact that enemies do as much damage if not more than players do. When first stepping into the hospital, my strongest attacks were somewhere around 25, a value that every enemy was hitting me for constantly like it was nothing.
Next, there's how often enemies seem to attack. I can't be 100% certain, but to me it feels like enemies get more turns than players; they usually start first and I'll start seeing second attacks before my fifth girl has had her first. This is especially problematic when you're facing 6 enemies. Again, a problem when enemies hit you for the same amount of damage.
But the part where I got frustrated was when I went to use one of the Vengeance skills, the one that deals damage to the character... only for it to miss but she still took the damage herself. Like, what? Considering most of the Vengeance skills have drawbacks to them, I feel like either the drawbacks shouldn't apply if you miss or they shouldn't be capable of missing. The game is already challenging enough without the player getting screwed over by RNG like that.
Now I know what the obvious response to this is going to be: "you just need to get better equipment." Okay, then make it that players get more currency from fights. The problem is that fights are so difficult that you can only do maybe 4 of them before you need to return to HQ and heal; healing takes 30 currency when you've maybe earned 35-45, meaning I'm earning 5-15 at a time. Better equipment costs range from 150-300+ depending on the slot (I already filled all of their accessory slots with the 30 currency items). That's a range of 10 to 60 times having to go in, fight and then leave and heal per item. This is just unnecessary padding.
In short, something needs to give to curb the difficulty a bit and make it more about player choice than RNG gone haywire. Giving more currency per enemy would be an easy way to fix it without having to rework every fight to ensure they're not being too punishing, since at least then it'd be possible to save up and get gear. However, a better solution would be to retool how the numbers work, to give players a higher hit chance and to drop enemy damage down a smidge.
Beyond the insane difficult and padding, I do like the game and I want to see it do well. It's my hope that the difficulty curve can be improved to make it more engaging.
Hi, thank you for the review. A few responses:
The miss rate is a little higher than I'd like, at least for players to enemies. I am looking at reducing enemy defense slightly across the board, and probably slightly increasing the strength of accuracy buffs/debuffs. A basic attack against an even-level target with average Agility (9), with no other modifiers, will hit about 75% of the time. I don't mind increasing the baseline a bit. Most skills have a bonus to hit, usually +20 (percentage points) for single-targeted ones. ACC and DEF both increase by +5 per level.
Enemy and player turn frequencies are both calculated in the same way. Turn frequency is entirely based on Agility, and initial turn order is a random number modified by Agility. The default party's AGI ranges from 7 to 10, with Monica being the fastest. For perspective, AGI 15 acts roughly twice as often as AGI 5. So, checking the common enemies in the Emergency Room:
Thus, several enemies have a slight speed advantage over several party members, but Monica is faster than any of these, and Expird is by far the slowest. I can consider reducing some of these AGI scores by a point or two (which would also drop their DEF slightly), but I am not aware of any programmatic issue here.
All of that said, the difficulty and pace isn't that far off from where I want it, including acquisition of equipment. There are two T2 items available in the subway, another immediately and trivially accessible in 1C, and two more that can be acquired before entering 1E, plus about 700 in additional currency from loot boxes in 1C. These loot drops are a big chunk of your income, you are not expected to farm it all from random encounters. I don't intend to make dramatic changes here. I am considering bumping up the T1 equipment slightly, so that the jump to T2 isn't as huge and enemies aren't as brutal to start out. This gap is far more impactful than the enemy stats, since the enemies in the ER become pretty easy to kill after getting a little bit stronger.
In all honesty, a 25% miss rate still sounds a bit too high. One thing I find people can forget is that RNG in games isn't as random as one thinks, and previous rolls do weight it. If the intended miss rate is 25% when looking at an even level, it's quite possible for players to potentially get up to a 40% miss rate while the enemies get a 10% miss rate due to the RNG from both of them working to try and balance the system generally around that 25% mark. Using a 20% miss rate may work better as that would reduce the potential variance down.
The two items in the subway are the Iron Greatsword and the Black Maxi, yes? I have both of those as well as every other item in the subway (I went digging around a lot). I'm unsure what areas are supposed to be 1C and 1E, but if 1E is supposed to refer to the Emergency Room area then I don't know where these three items you refer to would be.
I also want to be clear that I've searched this entire area out. Only the items behind bars that I can't access have not been collected. So that 700 currency you spoke of, I have it. Everything I've said is from the context of having collected it. It's still very difficult to make any real progress due to the various reasons I've laid out. Not expecting players to farm is all well and good, but it's what a lot of people are going to do if the game is too difficult; either that or stop playing.
The other item from the subway is the Black Bodice. From your map, I can see that you have found the Black Maxi and Iron Plate in the ER already. The switch to open the nurse's dungeon is currently accessible to you; it contains a Black Whip and an encounter that drops an extra 100 Rm (in addition to the standard enemy drops). Since you have also reached the surgery wing, a rare light weapon and accessory can be picked up fairly quickly after first entering, with a few more items found further in. The gated items near the hospital entrance cannot be collected yet. There are a couple other hidden items in the ER, but nothing important.
Before I go on, I am not trying to deny that you had a bad experience, but I do contest some of your specifics, and this in turn leaves me unsure of what needs tuning.
I am not really concerned about players choosing to grind when/if they find it necessary, this is part of the reason there are random encounters in the first place; however, I disagree that the pace of acquiring upgrades can be pegged solely to the pace of grinding the weakest enemies for currency, because this is not the only source of either currency or equipment. The player is also not expected to buy every upgrade before moving on to the next area (where there are more treasures to find and XP and Rm drop more rapidly), or even to buy everything at all, since the best equipment is unique and found in the dungeon. If the player does choose to grind, even just reaching the next experience level will itself reduce the difficulty long before grinding enough money to buy everything.
This is also why I have a disconnect with the characterization that the game is unnecessarily padded with grinding. This implies that progression is simply (and deliberately) not possible without taking considerable time to do nothing but fight random encounters, and I don't consider that accurate. The enemies in each area are balanced around the assumption that the player did little if any grinding to get through the previous one; I played through these maps one by one, without grinding, and scaled the next map to match how strong I had gotten naturally by that point. I cannot see this approach as padding. My initial (and honestly most) balancing was done with the default party, but the difficulty curve has held generally true for every party build I have played so far, including one with no healer (ironically my fastest run).
I recognize that knowing the game inside and out allows me to complete it much faster and easier than someone unfamiliar with it, but if the game is padded with grinding, then I myself would not be able to complete it without significant time spent grinding, any more than anyone else would, because the math just wouldn't allow it. Moreover, the fact that I know exactly how to advance means that my balancing is based on fighting even fewer encounters (and thus earning less XP/Rm) than an unfamiliar player would.
This is the problem: I can't reduce the grind because I didn't add any and don't see any to reduce. Just increasing the amount of Rm dropped from enemies does not, from my perspective, really make sense to do, since I don't feel it would really materially address your complaints. There are things that I can consider doing to make the early game more forgiving, some of which we have discussed already. The cost of healing and wipe recovery is something else I'm willing to look at it. However, when you describe your experience as being insanely difficult and frustrating to the point that you struggle to progress any further, it is difficult for me to match this to the text of your feedback and thus assess the root of it. I will take a look at your stream and see what I can observe.
Ok, perhaps I can shed a bit of light to help out. Before I do that, though, I should preface that I jumped back into the game and completed the demo. I chose to go with a "dive in, clear a few required fights while running from every random encounter, leave to heal then repeat" approach. This did result in me getting my gear improved a bit along the way, but even when I got to the point of clearing the demo I felt like encounters could still be rough.
So everything I detailed is just how everything compounds onto the difficulty. From the high player miss rate to how strong enemies are to the low RM gains outside of specific treasures to the random resistance against spells, view everything I said as a total package. Not everything needs to be addressed to improve the difficulty curve. It just requires the right changes.
For example, if the player miss rate was lower and monsters were a bit weaker (such that it wasn't possible for the enemies to focus one character down and kill them before that character ever got a turn. Yes, this happened quite a few times for me, even moreso when I hit the surgery wing in full), that alone would adjust things enough. A lower miss rate would mean the player is hitting more often and defeating enemies faster, meaning enemies drop faster and players aren't taking as many attacks. Enemies doing a bit less damage would also mean that players have more health going into subsequent fights, which encourages them to keep pushing instead of going back to heal every few fights. Alternatively, boosting RM gain could be done instead of weakening the monsters, meaning players can choose to grind a bit and get some gear to improve their stats.
In short, it's not about improving everything. The reason I got into the RM grind thing a bit more was because of the counter arguments you were making to that particular area, but it's not something that matters if other areas are adjusted.
Also, I plan to do another run through the demo on my own to try out different classes (and to see if there's other feedback I can give). As such, is there any info you can provide about the different classes that may not be obvious (things like jobs intended for front/back row or ways to use stat modifications to change those intended rows)? Just any sort of info that would be helpful to know.
When you create your party, each class will have a blurb about its defining skills and primary role, as well as two stats that have a minimum of 8 to set up its baseline. Since stats determine equipment proficiency, how you set those up is significant in how the character's role ends up playing out. For example, in my last playthrough I gave Moon high Endurance and Riposte and put her up front as a caster-tank, and that worked out decently. One of my playtesters used the default party, but ended up turning Simon (Life) into a ranged attacker and letting Alis (Sun) do most of the healing. Magic (e.g. Destruction) scales more with level than equipment, so the intent is for "caster" classes to be able to choose more balanced stats / equipment while still having reasonable skill damage, or to focus completely on casting stats and equipment to maximize skill output.
In general, the classes most suited to be put in the front row are War, Vengeance, and (slightly less so) Hunt, since several of their skills depend on weapon range. Vengeance's Overpower is strictly short-range, and War's Champion skill works best for a front-row tank (though it's still useful as a self-heal either way). War and Vengeance I believe are also the only two that start with 8 END minimum, so it's easy to boost them up to 12 for heavy armor. Of course, you can still put any of these three in the back with a bow or glaive. The other classes' skill sets are more magic-focused, so they can potentially do well in a hybrid front-row or focused caster back-row role. I ended up skewing the class distribution too far towards casters, I know.
It's not a perfect ruleset, so I'm sure there are gaps and things I didn't consider. I can't promise that literally any party build is viable, but as I mentioned I was able to complete the game without any of the primary healing classes, so that goes a long way to proving out build variance.
Okay, so I have an update for you. After doing a test run with other classes, I decided to just restart from the beginning with the balanced team, keeping notes of the entire experience. I kept notes on things like when I did fixed or random encounters, how those encounters played out, when I would return to heal, when I acquired and equipped new equipment, etc. I can share these notes with you if you want, but I'm going to list conclusions I can draw up from this anyway. Should you want the notes, keep in mind that with fixed fights, you wouldn't always be able to know what fight I was talking about.
Ok, so the first thing I noticed was how much the damage jumps from the subway to the hospital. Going purely by basic enemies, I was only taking 3 to 7 damage while in the Subway. By contrast, the starting range I saw in the hospital was 9 to 22 before crits; effectively three times the damage. Obviously this lowers as you acquire more defensive gear, but jumping to triple the damage from before is a lot when the player's defensive stats have only gone up by 5 points while HP has only increased by 8 to 15 points depending on the who it is. For three of the five units, that high end is more than half of their HP. While it's not half for Monica, Monica's skills see her harm herself so a single Dispatch would make it more than half her HP. Regardless, three enemies all hitting that top range on a single target will kill them. It feels like this damage should be what you get when you hit the second part of the hospital (assuming you've not gotten any defensive gear equipped) but not the first part. I could see 6 to 18 being the first part; still possible for three enemies hitting one target for that high end to take out someone, but that's now only going to be your back row mages rather than everyone. To go even further on this, some of the stronger enemies (like the bed and those found in the second area) can nearly one-shot Jomi and Simon without crits. They are guaranteed kills if they crit. Later on when players have stronger defenses, the biggest issue then becomes how large the enemy packs are. Packs in the last area can get up to 8 enemies, with many of them including 3+ Ossipedes (which I think are the deadliest enemy you encounter prior to the third area, simply due to how often they attack and their ability to skip turns. The bed is a close runner-up, but the beds are only fought in fixed fights before the third area and other than the one that traps you in the Emergency Ward, you typically have stronger defenses by the time you fight them. Also the only skill that makes them dangerous is Rampage, which as I said can nearly one-shot Jomi and Simon without critting, but this is mitigated by the time you get to the third area)
Next was the miss rate and just how bad it is. You said that using a skill is supposed to be +20% accuracy. With a planned miss rate of 25%, that means a skill should only miss 5% of the time (assuming you're viewing that +20% as adding flatly onto the 75% hit chance). In such a situation, an accuracy buff of 20 should entirely remove the miss rate for skills. This is flat out NOT what happens. I have seen multiple misses from skills when I had an accuracy buff and no debuffs. So there is a VERY big problem with the miss rate as it's not operating as intended.
The next problem I noticed was MP usage. While it improves over time, it starts off being VERY rough. As the primary caster, Jomi goes into the Hospital with enough MP to Detonate 5 times. This wasn't that bad in the subway, where a non-resisted Detonate would kill any normal enemy, but in the Hospital's first area it can't do this even if you accessorize her for Magic Attack. You need to be level 3 and have at least an additional +10 Magic Attack from gear compared to the starter gear before she can, I think. I assume this because I know level 3 and +6 Magic (from accessories) doesn't do it. So basically, Jomi gets five turns to do damage and then she has nothing (her other skill is more useful on enemies that will live long enough, such as the bed enemy and bosses). That's, at best, 2.5 fights. Funny enough, this was about how often I could survive before I needed to run back and heal due to general damage also being done. While I focused primarily on Jomi for this, MP is an issue for everyone. It's just most noticeable for Jomi.
This brings me to the last issue: buffs and debuffs. Most of the time, enemies will strike first and often will use skills that reduce accuracy, skip someone's next turn or puts a row of people to sleep. All three of these effects can be rough, especially if done first turn. Heck, I had a fight that involved three Conservators where literally each round, one of them would use sleep. Every time, Monica was put to sleep at full duration and Mila or Alis would be put to sleep with 2 turns. Being constantly slammed with debuffs, especially the sleep one, just drags the fights out. Meanwhile, there are a lot of times where certain buffs don't seem to work. For example, Mila's Guardian. I've had times where more than 40% of all attacks made while Guardian is up go to targets besides Mila (and Monica does NOT have the debuff that makes her become an increased target, which I also feel is just something that shouldn't be a thing given she already lowers her defense by 20). At minimum, those in the back row should never be targets if Guardian is active. Also, it's just dumb that if Monica uses Dispatch and misses, she still takes the damage. I'd argue that shouldn't be a thing.
I would list the speed of which enemies get to attack being a problem, especially for the Ossipedes who happen to have a skill that causes a Sip effect, but I have this feeling that that's not going to change.
In terms of RM, it basically worked out to break even; by the time I was fighting the final boss, I had just finished getting full equipment (so long as I made the effort to minimize my return trips and to try and get everything). So in terms of RM, that grind doesn't need to be changed.
So really, the biggest improvements that can be made are to fix the miss rate (I'd argue for an 80% chance to hit before buffs, debuffs and skills are factored in), to lower the damage of enemies found in the Emergency Ward to make them more manageable, to make adjustments to the MP cost of skills (rather than just giving more MP, because given other skills you get later on I think this is more balanced), to improve the chance that monster debuffs are resisted (especially AOE ones) and to improve certain buffs so that they're more effective. I won't say all of these changes should be done. These are just the biggest ones that can be made. At minimum, I'd say that three should be done: the miss rate should be fixed, the damage from enemies in the Ward should be a bit weaker (If they don't already, why not have enemies have their own levels, with the levels going up in each area. That way, you can tune the enemies for each area and thus keep the first area weaker while still making those same enemies a threat when they appear in the second and third areas) and one of the other things should also be done.
Thank you for the detailed report. I have actually been keeping an eye on accuracy for a little while now (since before FBQ), and while as I said I have not been able to identify any issues with number generation that I can clearly separate from cognitive bias, I do agree that it doesn't "feel" right. I do have some ideas that I am going to try out to see if they help.
One thing that does contribute to this is that accuracy is capped at 95% for any given attack, so this can cause e.g. Command + Overpower still missing even a Scavenger on occasion, which makes the player think "how did that miss?!" I think I will remove this cap, at least for players, since it isn't really benefiting the gameplay.
The subway enemies are intentionally quite weak since they're just tutorial fodder and not meant as a serious obstacle (before I toned them down, I used to get complaints about them being too hard for the tutorial, in fact), but I am looking into bringing down the difficulty spike when entering the hospital just a tad.
Most AoE debuffs are intended to have a lower success rate than single-target ones, but I think this isn't configured properly in all cases. I'll do a pass over these. Alluring Scent in particular is probably too effective, especially when facing multiple Conservators.
I'll run some numbers on Champion and see if it matches up with where I want it, but I will also consider the suggestion to have it protect the back row specifically. Targeting is weighted by position, with Champion adding a big number to the user's weight, but it doesn't make the user a total magnet (though one might argue that it should).
I am not sure I agree that Dispatch should only cost HP on a hit, since it is a fair bit stronger than e.g. Flashing Blade and the real cost of using it is split between HP and MP, but I do see your point. I will think about it.
For the miss rate, I do think what I mentioned before about RNG and enemy attacks is playing into it. My general experience has been that when enemies miss more often, I hit more often. This could also be why AOE debuffs are landing more often as well.
Also I'm now frustrated because, as I'm now going back into the game to try and make more progress, I'm remembering things I wanted to suggest that I forgot about, such as putting the Defend option lower in the menu instead of making it the second choice.
Edit: Also forgot about the frustration of the random resistance to spells and some things just being outright traps that harm you. Yet more things that build onto the difficulty (but at least that latter one can actually be fun and avoidable).
First comment!
The demo is QUITE long, including the tutorial and first main mission. I streamed for approximately 4 hours and didn't finish the first mission. That's not a complaint; the dungeons are large and you have to explore EVERYTHING. I died several times, but that's not a game over, which is helpful. The enemies can be BRUTAL.
I was able to move back and forth from the game to my other screen (2 screen setup) and the mouse moved between them comfortably and the game didn't minimize when I clicked on the other screen. WOOHOO (a lot of games do that, c'est la vie)
Controls are easy enough to use, and controller is supported. Yay! Each level is a bit of a grind, but once you get used to the "go in, fight, return, fight more, upgrade" style, it gets easier.
Solid graphics, fun music.
You can find the vod here, or on youtube
https://www.twitch.tv/videos/2543545974
Thanks for the lengthy playthrough and review. Do you feel that the game would be better served by removing the subway (prologue) level?
If anything, I'd say make the tutorial/prologue an optional level.
It is optional. But maybe not optional enough.