Status: Stopped playing - Got Bored I started playing this game on Friday 1 June, 2012 // I stopped playing this game on: Thursday 5 July, 2012
Current opinion of this game
Not all that interesting, to be honest. To be fair though, I didn't really pay all that much attention to all the mini-systems/games/activities you could engage in. The writing is wonderful though (as a kids game!)
July 5, 2012 11:33:29 PM
As I feared, I reached what I would call a point of "stalemate". I've been unable to defeat Bad Dialga, and I don't really want to spend the time trudging up (down?) a dungeon with the sole purpose of grinding/leveling up (as well as gathering the right items/equipment) until I can win. Bleagh!
I could probably have tried out a few more things, but to be honest, I'm actually getting a bit tired of the gameplay. I'll probably read up on how the game ends somewhere...other than that, I'm done with this game!
June 11, 2012 03:43:44 PM
I'm curious how much "intelligence" there is in the randomly generated dungeons. The reason I'm curious is that I've noticed several potential design issues. Are they avoided due to "intelligence" in the generation?
As you explore the dungeons (some of which can have more than ten levels!) your character gets hungry and it becomes necessary to each (apples or gummies). If you wait too long, your pokemon faints and you have to start again from the beginning. So, what happens if you don't have any apples? Should you try to run as fast as possible to the exit (which involves finding it first)? Should you wander around a bit (getting hungrier by the minute) in hopes you'll find an apple or something else that's edible? It's an interesting choice to have to make, but is it somehow "undermined" by a generative system that makes sure there are apples to be found if you don't have any and are going hungry?
I'm REALLY curious about this in the case of two-step dungeons. These are dungeons that give you a breather halfway down. In a nutshell, you're given a chance to save and, if you lose someplace in the 2nd half, you don't have to restart all the way from the beginning. Also, if you die in the 2nd half, you lose some of your inventory (and gold). So, it's (in theory) entirely possible to reach a point where you don't have enough items (e.g. apples) to make it through the rest of the dungeon AND you can't go back either... So, does the generative system take this into account? Does it make sure that there's always a way for you to be able to make it to the end?
June 6, 2012 03:45:01 PM
I picked this up as a "filler" (I was actually thinking my son would like it but then went "oh what the heck, I can play it too). It seemed like an easy-going game without much else. Ok, the Rogue-like aspects did intrigue me (randomly generated dungeons and loot).
So far? Wow, it's actually quite fun with an engaging storyline and nicely written dialogue. The characters are all quite cute and lovely. So, "pure". They're just plain nice AND surprisingly funny as well. And all this for someone who, while familiar with Pokemon, has never been a hardcore fan. I'm sure there's much more to like for those who are really into the game.
I'm currently playing through chapter 15 (which I think is more than 2/3 of the game) and things have taken a few twists and turns that I've enjoyed. As for the gameplay?
Well, it's not that deep or interesting to be honest (the story carries a lot of the weight in that sense), but it's not entirely brainless. I've lost a few times and had to restart on others. I think the biggest issue is that I've been able to (mostly) cruise through without taking advantage of all the extra stuff that there is to do. I'm pretty much a cheapskate with items, I mostly refuse to use the TM/HMs to teach new moves to my pokemon (mostly because I don't know what they're for and they don't seem all that important), and I hoard and hoard things.
I've only JUST started to use some items because, due to the limited inventory space, I've realized that I might as well use things since I can't carry anymore..
In all? So fun so far, I might be about ready to move on to something else. And, definitely a great example of fun and engaging writing in games. For kids, yes. But still fun.