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- - It was cool that the healer's most useful power turned out to be Transfusion, because preventing damage is much more efficient than healing it. That's a nice "mechanics puzzle" to figure out.
- - I liked the change to describe characters' stats as "high/medium/low". It was easier to remember than the pure %-based stats.
- - HP/MP restore could've been done automatically between all battles because I died five times assassin/icemage battle even with just lacking 70mp on Ruby and others full. I stubbornly kept doing regular "restart battle" thinking that was the intended way to play. (I loved the gamelong HP/MP/items in Ocean Oi though.)
- - I think choice of physical vs magic denial is maybe not complex enough to make a really satisfying debuff system. It always worked to deny the enemy with the strongest attack every turn and attack the other ones until I get to it.
- - Maybe it's that I got lucky, but Fog seemed too strong against the final boss. It was just as good as the 50mp full-paralyze.
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