Noxilian
2026-03-09
★
★
★
★
★
Surprisingly good technical foundation for RPG mechanics in Ren'Py, but the game itself is still in early days for both the story and the gameplay progression/balancing. The gameplay oddly feels almost like the early-game of an MMORPG - I mean this in a good way, as most Ren'Py RPGs I've tried feel awful gameplay-wise, while this one feels fairly enjoyable. While the chapters are quite content-rich, I wouldn't really say a particularly satisfying "story arc" has been implemented to completion yet. There are some reasonably fun one-off quests though. As of 0.3.0 - I have the following thoughts for areas of improvement: Gameplay Balance: Mage spells feel substantially underpowered. They cost way too much mana for lackluster damage, and have no reasonably obtainable AoE options (I'm assuming Implosion is AoE, but requires Mage level 25 to get, which I didn't bother grinding to). Even accounting for the Mage class, the mana regen doesn't remotely keep up with the mana costs if you have high Speed. One possible suggestion is to give the Mage class an additional % cost reduction for Spell-type skills (eg. 25-50% less cost) - this would also give additional incentive to use the Mage class on an actual spellcaster build, whereas currently it's actually better to use the Mage class with Warrior skills. The Thunder spell seems like it's meant to be high-risk-high-reward, by having low minimum damage and high max damage. The issue is the maximum damage is way too low, it's maybe like x1.5 what you could get with just a basic attack (especially when you get level 5-7 weapons within the current content) - it should be like x2 the damage of a regular attack at minimum, but more likely x2.5-x3 to actually feel like it's even remotely worth the current high (25) mana cost By comparison Double Slash is only 3 mana and yet is a consistent/non-luck-based x2 or more damage. Fireball does way too little damage, basic attacks do equal or more once you have level 5-7 weapons, and don't cost any mana. Speed feels a bit overpowered. When stacked high enough, you can get x2-x4 attacks before an enemy even gets a single attack, or at least alternate turns with even the fastest enemies. The balance of Warrior skills is a bit overpowered, but not as much as Mage spells are underpowered. The balance of "damage potential"-to-"mana cost" of Crescent Cleave feels just about right assuming it's used on 3 targets. I think this should be used as a baseline for how other skills/spells are balanced. The damage of Double Slash is a bit too much given the mana cost is so low. It makes it by far the best skill in the game to just spam There is absolutely no point in the game where you would want to cast a weak Fireball for 8 mana, when you could Double Slash for 3 mana. You can basically Double Slash infinitely if you use the Mage class, even with high Speed. Either the mana cost needs to be raised, or the damage should be reduced to like 75% per attack or such. Nightweaver's passive is a bit counterintuitive. It benefits from being attacked in order to do Retaliation damage, yet it seems to be the "Archer/Rogue" class equivalent - but if you equip yourself as an Archer/Rogue you will be attacked much less often, since your Speed will be so high. It seems like the passive should be more of something a low-Speed Tank class would have. Warrior's passive is underwhelming compared to Nightweaver and Mage, since it's unreliable (10% chance is really low), and even if it does proc, enemies will typically be dead before the bleed has a chance to do anything. If the desire is to keep it chance-based, then the benefit should be something much more tangible, like substantial flat bonus damage (pseudo-critical hit), delaying the enemy's turn, or getting a free bonus action/attack. Upgrading level 5/7 gear costs way too much resources, even using tons of other level 5/7 gear as scrap. Technical: Menu navigation could be improved. It would be nice if right-clicking consistently closed whatever menu is in the foreground, instead of having to find and click the "X". The "X" placement should be more consistent. Currently it's all over the place (eg. many are top-left, merchant interface is top-center, crafting interface and journal are top-right, etc.) The grid movement with arrow keys sometimes bugs out a bit, it seems like sometimes it switched to navigating menu elements, instead of moving the character. Sometimes some flickering I see on the screen even seems to imply that both are happening in parallel. Inventory convenience features would be nice. Mark as junk (and have items that mention they're meant for selling in the description pre-marked as such), single-button sell all junk in store, single-button scrap all junk for scrappable items marked as junk, etc. Auto-sorting. There are categories, but within those categories there can be 2 or more of the same item that are shuffled around randomly. Stacking. Items that are 100% identical could stack visually in the UI with a count indicator, to make it look cleaner. There are some formatting issues with inventory/merchant interfaces, where the item grid extends below the UI background, and it also makes certain things like hover-over item descriptions un-readable. For merchants, it should switch to scrolling mode earlier to avoid these issues. For inventory, if you have more items than fit in the grid, scrolling doesn't activate at all, so there's a bunch of items that are just not visible until you clear your inventory enough. It's a decent start, and all the problems I've outlined can definitely be fixed. Tons of potential - I'll likely continue playing this once a few more updates have been released (probably somewhere between a 0.6-0.9 release), and I'll update this review then.
Rulk
2026-03-08
★
★
★
★
★
As of version 0.3.0 The game is interesting, you are showed some parts of the whole storyand its incongruences and that sparks even more curiosity, i won't spoil anything except the presentation is quite accurate. For the RPG part i had fun, the mechanics are quite straightfoward, i enjoyed grinding some levels on the classes, farming equip and everything, the premises are very good, just, sometimes, you go back and forth from somewere in the hope to spawn the mob you need and it can take some time... The whole game is still in the beginning, but i would say that's a solid start To the AUTHOR: could you plz implement a guide/enciclopedia where the player can see the traits and the talents still locked (and how to unlock them?) Lastly, i would suggest to rebalance the 3 sarting talents (speed/royal/silvertongue) since the 2° seems way too strong in coparison to the impact of the other 2 OR implement an "easy mode" where the player can have all 3?
SilentReaper
2026-02-03
★
★
★
★
★
Not bad. Been a while since I played it (v0.2.5) (July 2025) and don't remember a whole lot. But I was looking at my list of games to continue playing, and this game had "Good" next to its name. Hoping to see more updates in future.