Dragons once ruled the world, but humans defeated them 100 years ago. Now, there’s a rumor one has been seen again. When Will hunts down that dragon, he’s scarred with a cursed dragonmark that will give him awesome powers but then kill him. But were the dragons really evil, and was their slaughter really justified?
Despite the innovations it presents (see below), this feels very primitive. I think I saw “janky” used in a description of the graphics and controls, and that feels like an appropriate word. It’s easy to slide off the touchpad or walk the wrong way, and this developer loves damage tiles.
The skill system is based on points that you distribute to your stats, which in turn unlock skills. Putting points into attack gets you attack skills; putting points into defense gets you buff skills; etc. (You don’t know what you’re going to get, of course.) They make an attempt to make battles more active by adding a set of three diamonds that appear when you do a normal attack; if you hit the right one you get a better chance at a crit and it fills the Ruin gauge (limit meter). The right one seems to be randomized, though, so it’s not really a strategic addition so much as one more button to press hopefully.
The Toucharcade.com review of this game noted of Magitek-developed KEMCO games: “Typically, their games have pretty good plots, weak characters, awful dungeon designs, at least some vague attempt at gameplay innovation, poor technical performance, and story content locked behind IAP.” That describes this game pretty well, though in this case, the plot didn’t grab me enough that I felt the weak gameplay was worth it.
It seems like the plot is going somewhere, but the translation isn’t great and the characters don’t come off particularly well, which means I don’t really want to slog through hoping for interesting material.
Overall: I couldn’t get into it, which was surprising and disappointing after Soul Historica. I suspect I should wait a bit before I try the next KEMCO game, just to go into it fresh.
Despite the innovations it presents (see below), this feels very primitive. I think I saw “janky” used in a description of the graphics and controls, and that feels like an appropriate word. It’s easy to slide off the touchpad or walk the wrong way, and this developer loves damage tiles.
The skill system is based on points that you distribute to your stats, which in turn unlock skills. Putting points into attack gets you attack skills; putting points into defense gets you buff skills; etc. (You don’t know what you’re going to get, of course.) They make an attempt to make battles more active by adding a set of three diamonds that appear when you do a normal attack; if you hit the right one you get a better chance at a crit and it fills the Ruin gauge (limit meter). The right one seems to be randomized, though, so it’s not really a strategic addition so much as one more button to press hopefully.
The Toucharcade.com review of this game noted of Magitek-developed KEMCO games: “Typically, their games have pretty good plots, weak characters, awful dungeon designs, at least some vague attempt at gameplay innovation, poor technical performance, and story content locked behind IAP.” That describes this game pretty well, though in this case, the plot didn’t grab me enough that I felt the weak gameplay was worth it.
It seems like the plot is going somewhere, but the translation isn’t great and the characters don’t come off particularly well, which means I don’t really want to slog through hoping for interesting material.
Overall: I couldn’t get into it, which was surprising and disappointing after Soul Historica. I suspect I should wait a bit before I try the next KEMCO game, just to go into it fresh.