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-Worth trying?
Since it's Key,. Leans heavily towards Visual Novel.
If that's your thing or can get passed that, then it is for the art and music.
--Combat? Depends.
Turned based
all units attack in succession per turn.
3 offensive units and 3 backup units. You can switch between those units.
I can sum it up to: Break enemies shield and eliminate them.
There's auto combat and auto farm on some kind of practice arena.
There's also somekind of tower dungeon.
Then somekind of saoub style gameplay after Day 7 story (not day 7 irl) where it's a side scroller where you move the character to destination. Then becomes pokemon like game in a cave where the enemy can ambush you anywhere. Which means, more combat. In this mode all SP you used/saved and hp/shield left will be carry over till you finish the stage which means it's better not to use auto in this mode since it can waste your sp by using skill to almost dying enemies.
MOST IMPORTANT IS ONE ALLY DEATH = GAME OVER on the stage you're playing.
I said before that ai seems decent to auto, but I take it back because they use the healer's skill like there's no tomorrow. And healing only has limited use. So which means auto is only good in early game or if you're sure that no one is going to die. Didn't know that it has that Dark Souls kind of mechanic here.
--Gacha?
Decent unit pool.
Units also have different higher rarities of themselves. Different or even same rarity but different version of the same unit (putting 2 SS, S and A rarity of mc as example) can't be used in 1 party. Also rarities of 1 unit all have the same element so far. Could just be upgraded? Because all skill animations of 1 unit feels exactly the same. Others that can read Japanese will know.
Main team heavily rely on first 2 multis since finishing Day 7 Story is necessary for 3rd multi.
-Different Rarities have different starting max lvl. A (45) S (60) SS (90)
An A Rarity can increase max lvl through quest event with character so far.
Others can be increased by getting exact dupe of the unit.
-The role of units to my knowledge are:
-Breaker (Breaking enemy shield faster)
-Attacker, Blaster (Can't seem to tell the 2 apart since both are just use for offensive after the shield is down and I don't use Blaster much)
-Healer (They can heal ally shields, but not hp and cannot bring back shield since they just always miss allies without shields so far, cannot heal shields on backup. Unless there's a specific healer unit that can do these.)
-Debuffer (Chance to stun, def down, seal enemy skill that's all so far)
-Buffer (Increase allies atk of offensive units through skill so far)
-Defender (I have 1 S Defender and she doesn't "defend" much since all 3 can be attack randomly or all at once)
-It's also essential to know that there's color/elemental weakness in here as well. The damage feels reduced or increased by half due to it. Breaking enemies shield feels also faster if your unit is strong to it rather than using Breaker that's weak to it. This also means that you might need to lvl up different units with different elemental strengths, but that's just me.
-There's other stuff I haven't unlocked yet but I think that's good enough for those who are curious.
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