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it is really not hard to figure out, they give you plenty of hints and reiterating that you have to pay attention to the words and what effects they have
This is some of the worst design decisions I think I've had my time wasted by in a long time. Please give the player some UI hint.
I agree that clicking on the words was not hinted at appropriately at all. Thank you for saving me from purgatory.
Now, if the game stopped moving FOR A FRIGGIN SECOND, it would tell you you are expected to do something. Make the words show up as quick, but stay londer and blink if pointed at with a mouse. Make them show up up to three, so you can pick one, ignore the bad ones and THINK what you are picking. During the combat, if you have cards, make the bosses sit tight for a bit bvetween turns to let the player see what cards he has and plan what he wants to do, make them resolve turns after you pick a card, and speed them up only if all cards are gone.
It's a cool concept, it looks amazing, it could use some tweaking though,
I could live with it, if at least the pace was slower, or there were actual "turns" so the game, at the very least, keeps playing like the game I paid for, not a completely different type of game that hadn'tbeen expected or anticipated for the other 99.9% of the gameplay.
Big disappointment to me, and honestly, the only thing that is holding me from giving it a positive review. Up to that point, it was a pretty fantasatic game.
I really don't like surprise gameplay pivots like this as a result.
Uh, don't suppose if devs really want to keep the overall format they could code in a turn-based version of the fight and let people choose how to play it, at least?
She's the only character that has that fight, and once you complete it once its the easiest thing in the game to do after that. Its not nearly as bad as you think.