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(1 edit) (+1)

This was honestly a really unexpected, yet nice twist of a game. I found the game's premise quite interesting: the game appears to be a regular RPG at first, but actually unfolds as a puzzle game. This fit the optional "Luck's got nothin' to do with it" theme quite well, and combined with the fact that you wouldn't expect a typically RNG-based RPG/roguelike-looking game to actually be logic-based, it ended up being a refreshing experience for me. I liked how each retry gave me an idea of what decisions to make next run, so I could get to a higher floor. The art is cute, and I liked the designs of the monsters. The game is fun. Overall speaking, I liked what the game is going for, and it is executed pretty well. Plus, its simplicity blends amazingly with the Nokia's limitations, in my opinion.


However, I have to say that having to read a bunch of the hero/enemy information was not really engaging. I, frankly speaking, skipped over most of the enemy and player information. That is actually a fault from my part, which I understand, but I felt that the big numbers didn't particularly add something noteworthy to the game. Wouldn't it be better if the values were, for example, a multiple of 5 instead, hence being easier to quickly pick up and understand? While I'm of course not against adding complexity to games, its best to reduce unnecessary complexity for a smoother, straight-forward experience. Oh, and, I straight up did not understand what the value in the first enemies' menu meant. However, I have to say that this tiny grievance of mine only added a little friction to my experience, and I still say that this is a pretty well-made game.

thank you for your reply. the first monster menu shows "expected damage taken",  so you can directly subtract it from your current health to know what you will have after fighting that monster. and about numbers being too big, well its part of the complexity, like if they were all  smaller than 100 then it will be really easy to calculate everything, and really hard to design the levels (adding 1 single atk/def will make everything changes greatly).