Honestly this game was just fun to play. I was originally going to just check it out and then go on to something else, playing a bit every once in a while, but I got hooked and ended up beating the game in 2 sittings.
Story (3.5/5): Honestly nothing too crazy but generally solid core story with two nice main characters. I found myself pretty interested in the mechanics behind the various magic elements and overall worldbuilding. Didn't feel a super unique charm but was enough to keep me entertained and not just skipping through dialogue.
Gameplay (5/5): This is by far the draw of this game in my opinion. The main mechanic is essentially a "blocking" system where you choose 1/3 directions to orient your guard every turn. Blocking or damaging an opponent builds up a gauge that breaks their 'stance' (it has a different name but I forgot). Once their stance is broken you can choose to PERMANENTLY steal skills, stats for your character, or items (sometimes unique to that mob and useful). Enemies also have weaknesses/resistances, and there are a couple of combat styles you have that feel fun in their own little way.
I genuinely enjoyed pretty much everything that this game did. I liked running around the map trying to assemble little traps to make fights easier or progress the story in a certain way. Nothing felt overtly counter-intuitive, I was able to pretty much figure everything out just by checking the mystic vision or watching for the character portrait's indicator that a clue was nearby.
I didn't at any point feel frustrated when I was fighting random mobs. The ability to steal skills/stats/items from them (and the stance break mechanic to get there) actually made me enjoy what was essentially grinding. But the best part is, when I wasn't enjoying it or when I had already gotten everything from a particular type of enemy, I could just block them from spawning and then breeze through the map. This prevented missing clues from becoming incredibly frustrating. Very smart.
H Content (3/5): It's not super easy for me to pinpoint exactly why I thought this wasn't as good of an H game as it was a game game. The art is pretty good, the angles and themes weren't terrible, it has combat H which a lot of people like, the H scenes are integrated well into the gameplay, and you don't NEED to lose to collect the scenes. All of these are good things.
So why didn't it work for me? A lot of the scenes are borderline softcore. The ones that do show actual penetration are few in number and feel kind similar to one another. There isn't a real sense of progression/corruption even though there's capture mechanics. I feel like there was a lot of wasted potential in terms of integrating different H themes into the story, the lust mark being a good example. A bit more CG variety, maybe a bit more length to scenes to show the corruption occurring, and maybe more some gameplay elements for the captured character(s) would have filled things out.
Uniqueness: (5/5): There aren't many H RPGs with a variety of unique gameplay mechanics, and even among those far fewer that aren't obnoxious because those mechanics end up being terrible. This is an example of a combination of good ideas coming together to make something that feels fresh but familiar. Honestly you could easily make a longer game out of this, the last boss fight alone had some crazy new gameplay developments that would have added entire new elements to an already interesting RPG combat experience.
OVERALL: 4/5
Story (3.5/5): Honestly nothing too crazy but generally solid core story with two nice main characters. I found myself pretty interested in the mechanics behind the various magic elements and overall worldbuilding. Didn't feel a super unique charm but was enough to keep me entertained and not just skipping through dialogue.
Gameplay (5/5): This is by far the draw of this game in my opinion. The main mechanic is essentially a "blocking" system where you choose 1/3 directions to orient your guard every turn. Blocking or damaging an opponent builds up a gauge that breaks their 'stance' (it has a different name but I forgot). Once their stance is broken you can choose to PERMANENTLY steal skills, stats for your character, or items (sometimes unique to that mob and useful). Enemies also have weaknesses/resistances, and there are a couple of combat styles you have that feel fun in their own little way.
I genuinely enjoyed pretty much everything that this game did. I liked running around the map trying to assemble little traps to make fights easier or progress the story in a certain way. Nothing felt overtly counter-intuitive, I was able to pretty much figure everything out just by checking the mystic vision or watching for the character portrait's indicator that a clue was nearby.
I didn't at any point feel frustrated when I was fighting random mobs. The ability to steal skills/stats/items from them (and the stance break mechanic to get there) actually made me enjoy what was essentially grinding. But the best part is, when I wasn't enjoying it or when I had already gotten everything from a particular type of enemy, I could just block them from spawning and then breeze through the map. This prevented missing clues from becoming incredibly frustrating. Very smart.
H Content (3/5): It's not super easy for me to pinpoint exactly why I thought this wasn't as good of an H game as it was a game game. The art is pretty good, the angles and themes weren't terrible, it has combat H which a lot of people like, the H scenes are integrated well into the gameplay, and you don't NEED to lose to collect the scenes. All of these are good things.
So why didn't it work for me? A lot of the scenes are borderline softcore. The ones that do show actual penetration are few in number and feel kind similar to one another. There isn't a real sense of progression/corruption even though there's capture mechanics. I feel like there was a lot of wasted potential in terms of integrating different H themes into the story, the lust mark being a good example. A bit more CG variety, maybe a bit more length to scenes to show the corruption occurring, and maybe more some gameplay elements for the captured character(s) would have filled things out.
Uniqueness: (5/5): There aren't many H RPGs with a variety of unique gameplay mechanics, and even among those far fewer that aren't obnoxious because those mechanics end up being terrible. This is an example of a combination of good ideas coming together to make something that feels fresh but familiar. Honestly you could easily make a longer game out of this, the last boss fight alone had some crazy new gameplay developments that would have added entire new elements to an already interesting RPG combat experience.
OVERALL: 4/5