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Blobbing Along - Talking About First Person Dungeon Crawling

Mogri

Round and round I go
(he)
Staff member
Moderator
I never found a second Buddhist, although the starting Dob-Rock spent the game on the bench anyway.
 

MrBlarney

(he / him)
Rolled credits on Quester, and it was okay, I guess? While the core gameplay loop of exploration and resource gathering was fairly solid, it ended up being kind of flat in the end. I didn't really feel the need to change my party composition past the first area, and just ended up gradually upgrading their equipment and capabilities through the rest of the game. The high cost of materials to level up in the end game made switching a poor prospect anyways, and I ended up doing some grinding in order to finish leveling out my team and setting up my overall equipment stores before taking on the final boss. Past the first couple areas, battle resources weren't a concern for all but a few bosses, and mostly just to generate enough Drugs to fuel my party members' free healing passives. I did have to change my strategy somewhat to deal with status effects once they started showing up, and I discovered that Bleed was a good status effect when inflicted by my main damage dealers, but I didn't feel like there was much evolution or surprise after the initial quarter of the game.

Maybe there's only so much that can be expected from a minimalistic dungeon-crawling JRPG, especially as it commits to the bit throughout its length. While I did get my money's worth in how long the experience took me to complete, the sum feels a bit empty, a game played to just fill time.
 
Rolled credits on Quester, and it was okay, I guess? While the core gameplay loop of exploration and resource gathering was fairly solid, it ended up being kind of flat in the end. I didn't really feel the need to change my party composition past the first area, and just ended up gradually upgrading their equipment and capabilities through the rest of the game. The high cost of materials to level up in the end game made switching a poor prospect anyways, and I ended up doing some grinding in order to finish leveling out my team and setting up my overall equipment stores before taking on the final boss. Past the first couple areas, battle resources weren't a concern for all but a few bosses, and mostly just to generate enough Drugs to fuel my party members' free healing passives. I did have to change my strategy somewhat to deal with status effects once they started showing up, and I discovered that Bleed was a good status effect when inflicted by my main damage dealers, but I didn't feel like there was much evolution or surprise after the initial quarter of the game.

Maybe there's only so much that can be expected from a minimalistic dungeon-crawling JRPG, especially as it commits to the bit throughout its length. While I did get my money's worth in how long the experience took me to complete, the sum feels a bit empty, a game played to just fill time.
I picked it back up after hearing it's not all random-gem and I'm trying to finish but it's a slog. I think for me the #1 thing I would want in a sequel is for the 2.5x to be more like a 10x lol. If battles are going to be long and non-interactive 95% of the time, you have to give me more speed-up.
 
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