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Freshly-Picked Tingle's Rosy Rupeeland (DS)

Status: Stopped playing - Got Bored
I started playing this game on Monday 24 December, 2018  //  I stopped playing this game on: Monday 25 March, 2019
Current opinion of this game
No comment, yet.

March 25, 2019 05:11:40 PM
I've played some more, unlocked some new areas, etc.

But, it's started to get a bit grindy and I'm not sure I'm up for playing the rest of it. The grinding is mostly from having to gather enough rupees to pay for this or that (and to donate). So, it's time for it to go back on the shelf even as I reflect on the general awesomeness that often comes out of Japanese mainstream studios.


December 25, 2018 07:47:44 PM
Imagine a Zelda RPG where everything is...uh...messed up. As in, does not follow regular conventions. I guess Tingle is to Zelda like Wario is to Mario in the sense that the Tingle games (well, this one in particular) subvert regular conventions AND there's an emphasis on greed.

I've cleared the first dungeon and I'm still wrapping my head around the game and how to play it best. There's a lot of guess work and it feels quite uncomfortable:

a. Rupees are everything. If you run out, you lose/die. Go load an earlier saved game.

b. There is no combat, really. You just run into enemies, and then, after a while, you win. However, you lose rupees while the fight is going on - so if you don't have enough to start, you shouldn't engage.

c. You get more money/items from fights if you roll the cartoon "fighting cloud" over more enemies.

d. If you don't want to fight, you can hire bodyguards to fight for you. You need to pay them though.

e. Pretty much everything costs rupees - and the amounts are not advertised. Rather, you make offers. And hope for the best. If you lowball, you might end up spending a ton, due to repeat offers. You can also guess as to your rewards - request how much you want. Too low and you miss out, too high and you get nothing! It's interesting, but it's hard to gauge what the appropriate amount is - I feel like I very rarely get feedback on what my offers where (was that too high? too low by roughly how much?)

f. There's crafting - which you do to sell stuff to characters to get more money.

So far, it's pretty funny, and engaging - but the guesswork on the payments/rewards is something I may not get used to in the end.


 
kudos for original design to Rodrigo Barria