Rest assured there's nothing like that in this game. And thankfully, no Cooking Mama-style minigame either.
Yeah, starting to think that it's probably not that much different than like the "recipies" in games like Wild Frontier or the elements needed to create/strengthen weapons and armor in Fantasy Chronicle. Definately going to pick this up to give it a shot.
Bought but need to get ready for work. Can't wait to play this later. Sounds supppperrrbbb. Excellent filesize too.. Was expecting 100mb for thebamount of gameplay..but shwwweeeeeeeet
Is there at least battle animations for the spells, attacks, defending etc? For a buck I'm still picking this up, but I hope at the very least, the Devs implemented some sort of battle animations... Also, can you rename all your characters? Thanks
Yep, every attack, ability, item, skill and spell has an animation. No, it's a story about specific people; you don't get to rename them.
Sounds good. Sucks you can rename your characters to make the overall experience more personable but that's no deal breaker. Thanks for the quick reply.
That's what a story is for... Personalization is overrated. Always thought so since I could name the main character in Pokemon "goodbye". It was fun, making everyone seem insane, but seriously - I don't see the point.
Any word on if the English version of this will be available on the Japanese App store? If so, I'd buy 100 copies of this game if I could ( ̄(工) ̄) edit: I see the Japanese version on the App store for 600 yen (roughly $6 USD). So is it safe to assume that the English version wont be released here? ;-(
http://forums.toucharcade.com/member.php?u=63197 http://www.facebook.com/pages/Adventure-Bar-Story/362912663722287 You can try PM'ing the developer at his profile or their facebook.
Actually, primary focus or not, if there is a combat system, there is still very little reason beyond lack of time and resources not to make that combat system rewarding, skill-wise, and in-depth (something that often is possible without extending the overall time spent in battle sequences, once the player learns the system). The one notable exception is if the devs truly want battles to be a minor consideration, something that requires rather little focus and effort from the player, a very small element of a very large whole, and that kinda seems to be what yer driving at here The way you describe the function, purpose and implementation of battles (in particular the large number of small battles with small rewards), having characters run all about the screen does sound like a considerable time sink, one the game might just do better without. And with a good number of the character skills you describe, combat might become multi-layered and varied yet. So yeah, perhaps not such a great shame. My guess is I still would have enjoyed the battles more with movement and positioning, but I've long since learned that, as in many other questions of preference and taste (in particular in the context of video games), I am a minority. Sometimes a one-man minority, stuck in a cold and damp and dark place full of spiders and snakes and all kinds of chelidrids, jaculi, phareans, cenchriads and two-headed amphisbands, and devs should not pay much heed to much of what gets me wet But the game should be available as I type, so it is time for me to go and wildly and with abandon risk a whole dollar! Thanks to your descriptions and sentiments, the game holds more appeal to me now than when I first discovered it hours ago, and I was at least reasonably interested to begin with
Well, Ayjona, you aren't alone. I'm also one that would prefer a good combat system. But understand that this game is going for something different. Not completely sure if I'll like the end result. For $.99, though, I'm willing to give it a try.
If you've ever played any SNES RPG, you've basically already experienced this game's combat system. Whether that's "good" or "bad" is entirely up to you.