End of Aspiration
Played in 2014. Published by WorldWideSoftware.
The Mohawk-wearing Mafia are apparently searching for Atomijems, but Eril, the Azure Sorceress, is hot on their trail. She uses an Accelerator to fight, but it will destroy her body over time. She’s stealing from the Mafia to support the orphanage where she grew up, which is under threat from the greedy landowner Amrod. Meanwhile, a young trader named Yute—who has daddy issues—is traveling the world, trading goods and exercising his chronic hero syndrome by rescuing girls from monsters. Of course they meet up, and end up fighting the Mafia together, hunting down details of the mysterious Boss who has a plan for the powerful Golems the Mafia has uncovered in ruins of ancient civilizations.
This makes no bones about being a bog-standard jrpg that looks like it was built with RPGMaker. Turn-based battles, standard leveling, virtual touchpad controls, standard fantasy tropes and trappings. You can buy points in-game and use them to unlock stat-up items and bonus dungeons, but they apparently aren’t necessary to complete the game. I get the impress this is pretty standard for the shovelware rpgs that KEMCO (and others) put out on Android.
That said, it’s not bad. Not great, certainly forgettable, but middle-of-the-road for playability. The dungeons and the combats run fast and smooth, there are evolving battle options, there’s some variety to the monsters and events, levels come quickly and easily. The dungeons are generally space-filling paths, with switches, damage tiles and the occasional hidden passage being the only puzzle elements. But the random encounters rate is reasonable and very few of the dungeons feel like they outstay their welcome.
There’s
a detailed wiki that hosts the game’s walkthrough and details.
The Familiar Spirits (read: limit breaks) are what break the game’s difficulty, which would spike pretty high in the early-to-mid game, otherwise. They provide hit-all physical and magical attacks, buffs and healing long before those are otherwise available; and the HP and MP healing they provide mean you virtually never need to dip into your item stash. After that, “Dance of Confusion” is the most useful skill in the game, bar none. It hits the entire enemy party with a physical attack and causes confusion fairly reliably. It’s cheap enough to use in random battles (and you can just use familiar spirit to restore MP anyway), and most bosses aren’t immune to it.
Status effects in general are useful/irritating, because they’re often effective. Poison lasts after battle (when even KO doesn’t). Confusion carries a high risk of hitting your allies unless you defend every turn. The final dungeon features enemies that can hit your whole party with status attacks, and hoo-boy, that’s no fun.
And the plot is lackluster, feeling both a little big for its britches (given that the game lasts about 6 hours without the pay-to-play content) and a little under-developed. Several characters have subplots that are only vaguely touched on and hastily resolved in blink-and-you’ll-miss-it dialogue. You can tell this didn’t get an editor’s guiding hand, though I didn’t spot any typos, at least.
(Though I will complain that, if you’ve got a fantasy world and need a gang name, don’t call them “the Mafia”. That’s a real thing with real connotations attached to the word, and it broke my suspension of disbelief so hard. They clearly are not Italian or trying to use any stereotypes of Mafioso, real or imagined. It’s not so hard, you can make up one goddamn name. Call them the Makuzus or the Melmacs or Team fucking Rocket.)
Overall: It’s free. It’s satisfying in a “monsters get beaten and numbers go up” sort of way. It’s not bad, but it’s nothing special.