19 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 4.5 hrs on record (3.3 hrs at review time)
Posted: 1 Jul, 2015 @ 5:02pm

Combat isn't very interesting, no penalty for grinding (aside from age).
The whole "managing" part is just putting one person in school and throwing your non-mains in an automated dungeon crawl. No giving fight orders, no party relationships, no character personalities.
I was hoping for something like My Life as a King, with more emphasis in management, but got a lazy RPG instead.
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12 Comments
Takkin  [developer] 13 Dec, 2015 @ 3:40pm 
We hope you'll have some time to come and try the game again soon! We've released a new patch for the game that should address a good amount of concerns; like an increase in overall XP Gain and Combat Speed! We're still fiddling with a few other things, but hope you'll give it another shot!

The DLC also hit, which is The Endless Tower, for some Randomized Dungeon romping and Special Crafting areas to make even stronger gear!
Takkin  [developer] 8 Oct, 2015 @ 11:07am 
Hi Piddles! I wanted to check back with you and let you know that you can check out the latest updates on the Dev Build; which are things that will be in the upcoming DLC to add some 'Management' features. Unfortunately there's no intention of doing Relationships/Personalities at this time, but maybe that'll change if things pick up with the DLC! We'd love to get you feedback about the Endless Tower and upcoming Auto-Adventure Changes.
Piddles 4 Sep, 2015 @ 5:25pm 
That sounds awesome!
I'll be keeping an eye out for updates, thanks for reaching out.
Takkin  [developer] 4 Sep, 2015 @ 5:12pm 
We've had a -ton- of feedback, and gotten poor reviews, from a large amount of people that were expecting full/all automation in the combat, and no manual combat. This is a very big side effect of the game; because he only put in a tease/tip of the Auto-Combat I suppose; which ended up bringing in all the feedback about more 'Auto Management'.

We're actually working on more 'Set-and-forget' items for the DLC to bring in more of that part of the game. I'm looking forward to getting it live and out there. Great comments Piddles; we appreciate it, and I'll make sure the rest of the current development team gets it.
Takkin  [developer] 4 Sep, 2015 @ 5:09pm 
The Relationship System would also have Marriages and come with Housing/Jobs to also manage as well; which would/could effect how the party likes each other (If we can ever get to developing that). We even tossed around having people Cheat on each other if a married male grouped with a single female.. the wife would get totally jealous! Ha!

The combat (monsters) have weaknesses that you can exploit; as you kill enough of them to start unlocking and figuring out. (I find that fun, personally)
Takkin  [developer] 4 Sep, 2015 @ 5:05pm 
Correct; that's not a feature of the game. We don't have a system like that. A Relationship System was put on the Idea Board a long time ago, but wasn't something we could develop due to time limitations and our development/programmer turn-over rate. :sad face:

I've really wanted to do that Relationship System, as it would be killer-awesome-fun and just add even more depth to the management of the characters. Maybe I can try and talk Kobeer into it!
Piddles 4 Sep, 2015 @ 5:04pm 
I'm bad at counting
Piddles 4 Sep, 2015 @ 5:04pm 
Honestly, I was hoping for no (manual) combat at all, and have the game focus completely on adventurer management. But as the game currently is, you're only managing their equipment, education, levels, and party compisition (and without detailed information on how they act in dungeon that's pretty weak).

The castle management only gives passive buffs, maybe you can make a laboratory which unlocks an alchemist class, or a demon portal which allows you to recruit a wild but powerful demon.

The UI could also be fixed up to be more accessable (search for adventurer by class, level, etc.)
(4/4)
Piddles 4 Sep, 2015 @ 5:03pm 
Also consumable items might be a good addition as well.

I would also like to stress making the passive/background parties more interesting than "ENCOUNTER: Your team won. They found a rare item" What skills did they use? What items did they use? What did they fight? (Did they bond?) (What items did they use?) (Could they have snuck around a difficult fight?) (Did they listen to your orders?) (Did they reach the mission objective?) (Did they meet any other parties?)

Also, different types of encounters would be nice. Maybe your party met some friendly sprite's and they showed the party a shortcut to a treasure trove. Maybe they met pirates and pretended to be one of them and learned of a new quest.
(3/6)
Piddles 4 Sep, 2015 @ 5:03pm 
Defnitely not that in-depth (he admired a table recently), but you get what I mean (with poor spatial awareness, maybe he gets lost often). (Maybe they're racist and is less effective when partied with a certain race)

Maybe have "friendship levels" which show that the party you sent out have bonded together and work better together.

As for the combat, more skills and status effects would make the combat a bit more interesting and make the characters more unique. Perhaps stacking status effects (hitting something poisoned with another poison skill would make it double poisoned, sort of like South Park: Stick of truth [try not to make it be the main focus, though {idea: diminishing returns?}]). Maybe have fatigue apply to the active team and skills that use fatigue.
(2/6)