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Diposting: 7 Jan 2017 @ 9:17am
Diperbarui: 7 Jan 2017 @ 9:19am

Overall, I give this game an F. Though the "obsessions" system is mildly interesting, the game is poorly executed. The obsessions system refers to characters occasionally taking extra actions which may either be harmful or beneficial, based on some character-dependent trigger. For example, there's a healer who will beat up your team for a bit if she is hit too many times, while the main character will sometimes take an extra attack and buff nearby allies after he attacks enough. As the obsession meters don't empty between battles, many of the negative ones feel annoyingly inevitable, though some can at least be played around. Overall I didn't actually like how it played out, but it was at least an interesting idea.

However, I wasn't really a fan of the writing, and there were enough bugs that I noticed and poor interface decisions to dedicate most of the rest of the review to them, though I'm probably missing some because I played this about 10 months ago or something.

Bugs:
-Sometimes your action bar doesn't light up, making the only way to end your turn to basic attack an enemy (which must be done by right-clicking the enemy, because you can't choose the attack command).
-You can't click on an enemy if there's an object (like a building) between the camera and the enemy.
-You can softlock the game just by moving around in a narrow area due to the behavior of allies moving out of your way. This can happen both in and out of combat.
-The top right save slot doesn't work. It can't be clicked on at all.

Poor interface decisions:
-Tiles you can move to don't light up. If characters moved a consistent number of squares this might not be a big deal, but different terrain types have different movement costs, so the main way to tell if you can move somewhere is to try it. Many turns started with pacing around the outside edge of my movement range to see where it was.
-Nothing in the game tells you the range or mana cost of any skill. Or that ranges seem to be in absolute distances rather than tiles (you can shoot an arrow 2 spaces normally, but if aimed at an angle you can actually hit someone three spaces away, like a Knight's move in chess).
-Selecting a skill will sometimes automatically move your character and execute the skill if there's only one thing in range, which may not actually be what you wanted.
-There's no sort of highlighting of enemies behind objects like buildings.
-The buttons on the status screen for changing among characters can blend in with the decoration a bit. They're hard to spot until you know they're there. I've seen a question on the Steam forums about it, so it's not just me.
-The transition from non-combat to combat gives no opportunity to set up a formation or anything.

In short, the game barely works and doesn't do enough good stuff to redeem itself. I only finished it due to a 2016 New Year's Resolution to finish games already in my library (and it wasn't hard to get 100% achievements, with a guide for where the 1-Up Mushrooms were, and I was tracking my average achievement percentages pretty closely at the time).
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