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Báo cáo lỗi dịch thuật
I think the turn-based combat is interesting - I enjoy how the turn order is fixed. no Speed stat or anything - it's always, Dylan, Orlok, Thyme, then enemies, in that order, every time.
And I think there's a bit more to the strategy than just the weakness system - I actually had Thyme with a tower shield against the final boss, and I was using that shield to protect Dylan, who didn't have a shield and was always taking big damage. The fact that you can also use shields as weapons means that you're not completely hapless if you decide to use them.
And against the mid boss, I remember bringing the bomb in for quick damage at the start, as I felt I was getting overwhelmed by the fight too quickly.
I definitely felt there was a bit more to the combat than just the elemental weaknesses, but overall, yeah, they are the way to go for most enemies, that's true.
I found it really interesting that a lot of the time, you're expected to avoid enemies as you explore the areas. Lots of RPGs use overworld sprites for encounters, but not a lot of them have such a variety in their movements and patterns akin to sidescroller enemies like this game has. It's a very interesting blend.
Perhaps the exp and resource grind spoiled my impression.
But overall I think that the idea of the game has great potential.
I think the game needs a big redesign to be fun. The 2 bosses had 0 strategy to them..