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by dsr_ 1858 days ago
OK, I've played it for a bit.

- This is effectively a progression game, where the player builds up abilities. But defeating a low-level enemy is boring and slow, even when you kill them with your first blow.

- It's disconcerting that you forget how to punch. I was expecting punching to not advance quickly, but instead it has limited uses. That's a strange metaphor.

- Everything feels slow - not because it needs better programming, but because it doesn't resolve actions fast enough. Asking whether I want to return to the start after every enemy is aggravating.

- There's no actual sense of progression or reward.

- There's no sense of danger, either.

4 comments

> Everything feels slow - not because it needs better programming, but because it doesn't resolve actions fast enough.

This is, unfortunately, a sin committed by a whole lot of games these days. Off the top of my head I can name XCOM 2, which notoriously seemed to have delays resolving actions for no discernible reason whatsoever. The mod to fix this was literally named "stop wasting my time".

I don't 100% percent know this for sure, but since a lot of gamers are using "how long the game is" as a significant portion of their "is this game worth buying" metric, we've unfortunately incentivized game developers to pad this unnecessarily. I'm not sure which is worse, the micro ways like this that they pad things out or the inclusion of entire irrelevant subplots or the "Cut and Paste Dungeon It Will Take You Longer To Go Through Than It Took Us To Make (Please Enjoy These Palette Swapped Enemies And Palette Swapped Boss Rush)" in the last third of the game just because they need more run time.
Another possible explanation is that it feels/looks better for demonstration purposes. For press and initial players, having some time to process the information or make the animation look pretty is probably much more attractive then if information is spewing at them. As you progress, you need less processing time and understand what information on the screen is actually valuable, and therefore don't need as much time, so now the long animations go from being useful to being repetitive and boring.
> I don't 100% percent know this for sure, but since a lot of gamers are using "how long the game is" as a significant portion of their "is this game worth buying" metric, we've unfortunately incentivized game developers to pad this unnecessarily.

I can confirm that this is a common, intentional practice in the games industry.

Magic Arena does this. It's _incredibly_ irritating, especially if you play a combo deck or something click intensive. Those 5-10s animations get really old after the millionth time.
> It's disconcerting that you forget how to punch.

This style of fight / abilities is almost exactly how Pokemon games work - it will be familiar to a lot of people. Actually so familiar I'd be worried about overzealous Nintendo lawyers :-P

Ah yes, I think they were called AP(Action Points) or something. But you rarely felt them as a player aside from long journeys and really strong attacks that are balanced out by having more limited uses.

I think it makes more sense to have at least one unlimited attack, though. It's hard to logically justify it otherwise.

They're called PP, and when you run out of PP on all your moves, you automatically use "struggle" which hurts both you and the enemy.
In response to the slowness: I clicked the settings button on the battle screen (top right star-shape) and maxed the text speed, and actions moved very quickly after that.
Thank you for your feedback.

I'll take it into account in further improvements.