Fuga: Melodies of Steel

Fuga: Melodies of Steel

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:pensive: Aug 11, 2021 @ 5:49pm
Isn't that game kind of terrible ?
Not showing where the ennemy's gonna be in the timeline when you stun/choc them ?

That's a terrible terrible flaw to me, this is mandatory feature for any game of that type

Also most of the time you don't have access to full stats list and skills and affinity when you really needs it

One exemple of stuff like that, you're in town, in the shop, and you see the really long list of component, but you have no idea what to pick except if you wrote them somewhere from your previous interlude since you can't check what kind of component you need to upgrade stuff while you're in shop

ngl this is a huge flaw, coming from game that have actual good game design

Can't see the maps while in battle either, so most of the time, while in the heat of the battle, thinking about next move, you gonna forget if there was heal before next battle and will end up wasting turn etc...

Talking about turn, ranking at the end of battle really feels unbalanced, it's either you full s rank because of duo action, or only C rank because you have no other way than have E rank in turn/damage by playing " normally ", especially in purple/hard encounter

Also the basics system is very limited and falls short really quickly, only 3 active slot and 3 subs, most subs are useless or you can't predict when you're going to need them since most ennemies gives no informations or hints about what they're gonna do except obvious one like boss but even boss don't give enough tips to perfect battle first try, which is lame and a game design flaw

Defense only protect from one attack ..

Exploration and such really feels dull like there's gonna be a bullet and a breakable chest in the same room, like come on just put an item on the ground what's the point ? feels so lazy, like from a cheap mobile game

I really wanted to like this game, it's kind of cute, the song are not top notch but are listenable, but idk, it falls short so quick, also the numerous glitch at the screen are really hurting my eyes

The PA never raise although you get new and new char and they always have a lower lvl than everyone else in the team, double punishement since you already have to raise their affinity ..

The bases are good but it lacks a lot of play testing, that's one of those numerous game where you can easily feel the devs never attempted to play their own game cause some flaw are really obvious and needs like 30min of playtime to be discovered


PS : no way to skip animation or make the game faster, jesus.
Last edited by :pensive:; Aug 11, 2021 @ 5:52pm
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Showing 1-15 of 33 comments
Minneyar Aug 11, 2021 @ 5:59pm 
Originally posted by :pensive::
Not showing where the ennemy's gonna be in the timeline when you stun/choc them ?

That's a terrible terrible flaw to me, this is mandatory feature for any game of that type
Are you being needlessly hyperbolic or do you actually feel like this makes the game terrible? Because, like... I guess it'd be nice to know exactly how far an enemy would be delayed, but that's so minor that I hadn't even thought to care about it.

I can understand some of your complaints, but they're all minor at best. Like:
even boss don't give enough tips to perfect battle first try, which is lame and a game design flaw
Really? It's a game design flaw that you can't defeat every boss perfectly on your first try? Really?
:pensive: Aug 11, 2021 @ 6:08pm 
2
You should be able to perfect any fight in the game from the get go yes, all the errors should comes from your decisions, not from lack of informations from the game, that's called bad game design, yes.

Also yes, the fact delay isn't showing on the screen is a flaw big enough to makes me not wanting to play this game anymore.

I'm simply used to better game design and better decision making, i don't like random stuff just because devs were too lazy or idk to make them onscreen

your own characters show the exact position they will end up after an action but not ennemis, that's stupid.
:pensive: Aug 11, 2021 @ 6:20pm 
A screen/list showing all duo attack available by characters would also be cool since PA are very limited and you have tons of way to spend very little amount

Idk, i guess it's a cool game for people that don't care about actual good game design and don't mind playing randomly, hoping it goes fine.

Also defense blocking only one attack like really? what's the point then ? you better off dealing damage most of the time, so you end up at 50% hp and bam your char start getting debuff randomly

jesus.

the amount of turn wasted each battle is so big, it's just not fun.
WalterREQUiEM Aug 11, 2021 @ 7:49pm 
hate to be that guy, but

git gud
AngelTheVixen Aug 11, 2021 @ 8:52pm 
Originally posted by :pensive::
You should be able to perfect any fight in the game from the get go yes, all the errors should comes from your decisions, not from lack of informations from the game, that's called bad game design, yes.
I can't believe this is a real thing someone said.

Might I suggest sticking to board games if you don't want to learn how to play something new, utilizing new knowledge to do better at it. I don't know how long you've been playing video games, but it can't be that long if this is a real complaint.
Last edited by AngelTheVixen; Aug 11, 2021 @ 8:54pm
KomiNeko Aug 12, 2021 @ 4:07am 
Originally posted by :pensive::
Not showing where the ennemy's gonna be in the timeline when you stun/choc them ?

That's a terrible terrible flaw to me, this is mandatory feature for any game of that type

It's really not mandatory, and given how you understand how the mechanic works, you should work your strategy around this. Or you don't understand it and you are blaming the game for it. (ie: You don't know how much time left to recover from shock, so can you afford to not defend? Or can you delay the enemy unit still to make sure you will have time to adjust?)

Originally posted by :pensive::
Also most of the time you don't have access to full stats list and skills and affinity when you really needs it

One exemple of stuff like that, you're in town, in the shop, and you see the really long list of component, but you have no idea what to pick except if you wrote them somewhere from your previous interlude since you can't check what kind of component you need to upgrade stuff while you're in shop

Will admit I wouldn't mind some of that QoL, mostly access to stats and stuff whenever needed just to consult things or perhaps make a more informed decision before starting to shift things around mid-battle; as to the items though, while I'll give you some reason, we can also simply take it for the fact that we are not parking the tank inside town.
I'm sure you made a shopping list before leaving the tank, right...?

Originally posted by :pensive::
...ranking at the end of battle really feels unbalanced, it's either you full s rank because of duo action...

...the basics system is very limited and falls short really quickly, only 3 active slot and 3 subs, most subs are useless... no informations or hints about what they're gonna do ... defense only protect from one attack ... don't give enough tips to perfect battle first try, which is lame and a game design flaw

Ok, so... you're not complaining about game design flaw, you're complaining about coming from games that give you everything on a silver platter.

I'm not going to say that Fuga is super-easy, because even though I only had to retry once (goof up looking at timeline, cost dearly) there were definitely some enemy formations or bosses that had me sweating for a bit; however, once you learn the mechanics and make use of all the tools available, the "flaws" you mention are all part of the strategy you build which makes the game fairly balanced.

You tell me basic and limited, but do you manipulate your gun types/characters along the timeline? Do you use buffs/debuffs? Do you adjust your gun types accordingly? Do you pair the right people (Because you're saying most subs are useless and aside Boron or Jin, maybe Wappa as support, I have multiple viable combinations to all the others - Sure, true effect requires to level up bond, but hey)?

Originally posted by :pensive::
Exploration and such really feels dull like there's gonna be a bullet and a breakable chest in the same room, like come on just put an item on the ground what's the point ? feels so lazy, like from a cheap mobile game

Going to give you a point here. I wished thee was a bit more in the exploration.
The early stages are simple, the later ones are a bit too much back and forth and it kind of boils down to this, so, eh...


Originally posted by :pensive::
The PA never raise although you get new and new char and they always have a lower lvl than everyone else in the team, double punishement since you already have to raise their affinity ..

Idk, i guess it's a cool game for people that don't care about actual good game design and don't mind playing randomly, hoping it goes fine.

Managed the good end run without going into New Game +. AP is sufficient.
RNG -can- be a pain, but strategy is important so that new characters can level up, right bonds can be formed, and RNG risks minimized.

I'm afraid to say but, while I agree that there are a few things that could be different/better, if four fifths of the things that you say are the reason why you find the game terrible, this is just not the kind of strategy for you. You talk about lack of information and randomness, and while I'm not going to say that there isn't randomness (RNG on debuffs, upgrades to the tank and so), but if all the games that you played never involved dice rolling then you are clearly out of your depth -- If you mean by randomness anything else other than the RNG though, then it's just your personal lack of information. The game otherwise teaches you all that you need to know, and if you cannot adapt your strategy to that, then that is your weakness that you must overcome.


Apologies for the ramble, but, as someone who finished the game and is moving halfway through the NG+ I've only strengthened my conviction on the goods and bads of the game, and for someone to try and tell me ALL of this is bad game design, I'm going to dispute the claim and say they need to learn how to play the game.
Not going to lie, I don't have a friendly relationship with RNG, but if even I felt more excitement than rage when things went less than perfect and I turned things for the better, I'm sure it's others can pull off too.
OG.UA SAPUTRA Aug 12, 2021 @ 6:38am 
you sound like a hysteric karen lol, the not being able to see enemy turn on stunned is true but nowhere near making this game "unplayably terrible".

rest is just git gud, i had perfect run on first game
Thierry Aug 29, 2021 @ 4:32pm 
I just want to mention that.. The game does give you information on what an ennemy does ? The button that allows you to see their HP's gives you some insight as to what it'll do. Then, it's just a bit of learning. There is like.. 10 types of ennemies ? And aside from palette swaps and stats changes, they all do the same things. You learn as you progress what each type of ennemy does. Isn't that the premise of nearly.. every rpg ?

As for the others flaws, mostly the QoL, exploration ones, I will agree. I would have love for the interlude to have more "mini-games" types. For exemple, a real mini game when you cook or scrap-fish. But they were on a tight budget.

Let's be real. The REAL flaw is that there aren't more interactions betweens the kids..
Moral Wiz Aug 30, 2021 @ 12:15am 
I'm just here to say, am I the only one who likes stun's end not being telegraphed on the timeline? It makes it a bit more tense - IDK for sure how much time it's bought me so have to keep an eye on it starting back up.
Liro Raériyo Aug 30, 2021 @ 1:05am 
I think you get roughly 150 Time upon successful stuns? since you cant refresh ailments until they expire i think its like that to help inhibit efficiently chaining stuns back to back.
:pensive: Aug 30, 2021 @ 7:20pm 
Originally posted by WalterREQUiEM:
hate to be that guy, but

git gud

would be curious to see you being brighter than me on any game



Originally posted by AngelTheVixen:
Originally posted by :pensive::
You should be able to perfect any fight in the game from the get go yes, all the errors should comes from your decisions, not from lack of informations from the game, that's called bad game design, yes.
I can't believe this is a real thing someone said.

Might I suggest sticking to board games if you don't want to learn how to play something new, utilizing new knowledge to do better at it. I don't know how long you've been playing video games, but it can't be that long if this is a real complaint.


i'm playing for almost 27 years now, the issue does not come from me, if you have low standards, it's on you.



Originally posted by OG.UA SAPUTRA:
you sound like a hysteric karen lol, the not being able to see enemy turn on stunned is true but nowhere near making this game "unplayably terrible".

rest is just git gud, i had perfect run on first game

git gud on a game that's not even remotely hard to start with, kek, lack of things to said should be enough to keep your mouth shut.
:pensive: Aug 30, 2021 @ 7:27pm 
Originally posted by KomiNeko:
Originally posted by :pensive::
Not showing where the ennemy's gonna be in the timeline when you stun/choc them ?

That's a terrible terrible flaw to me, this is mandatory feature for any game of that type

It's really not mandatory, and given how you understand how the mechanic works, you should work your strategy around this. Or you don't understand it and you are blaming the game for it. (ie: You don't know how much time left to recover from shock, so can you afford to not defend? Or can you delay the enemy unit still to make sure you will have time to adjust?)

Originally posted by :pensive::
Also most of the time you don't have access to full stats list and skills and affinity when you really needs it

One exemple of stuff like that, you're in town, in the shop, and you see the really long list of component, but you have no idea what to pick except if you wrote them somewhere from your previous interlude since you can't check what kind of component you need to upgrade stuff while you're in shop

Will admit I wouldn't mind some of that QoL, mostly access to stats and stuff whenever needed just to consult things or perhaps make a more informed decision before starting to shift things around mid-battle; as to the items though, while I'll give you some reason, we can also simply take it for the fact that we are not parking the tank inside town.
I'm sure you made a shopping list before leaving the tank, right...?

Originally posted by :pensive::
...ranking at the end of battle really feels unbalanced, it's either you full s rank because of duo action...

...the basics system is very limited and falls short really quickly, only 3 active slot and 3 subs, most subs are useless... no informations or hints about what they're gonna do ... defense only protect from one attack ... don't give enough tips to perfect battle first try, which is lame and a game design flaw

Ok, so... you're not complaining about game design flaw, you're complaining about coming from games that give you everything on a silver platter.

I'm not going to say that Fuga is super-easy, because even though I only had to retry once (goof up looking at timeline, cost dearly) there were definitely some enemy formations or bosses that had me sweating for a bit; however, once you learn the mechanics and make use of all the tools available, the "flaws" you mention are all part of the strategy you build which makes the game fairly balanced.

You tell me basic and limited, but do you manipulate your gun types/characters along the timeline? Do you use buffs/debuffs? Do you adjust your gun types accordingly? Do you pair the right people (Because you're saying most subs are useless and aside Boron or Jin, maybe Wappa as support, I have multiple viable combinations to all the others - Sure, true effect requires to level up bond, but hey)?

Originally posted by :pensive::
Exploration and such really feels dull like there's gonna be a bullet and a breakable chest in the same room, like come on just put an item on the ground what's the point ? feels so lazy, like from a cheap mobile game

Going to give you a point here. I wished thee was a bit more in the exploration.
The early stages are simple, the later ones are a bit too much back and forth and it kind of boils down to this, so, eh...


Originally posted by :pensive::
The PA never raise although you get new and new char and they always have a lower lvl than everyone else in the team, double punishement since you already have to raise their affinity ..

Idk, i guess it's a cool game for people that don't care about actual good game design and don't mind playing randomly, hoping it goes fine.

Managed the good end run without going into New Game +. AP is sufficient.
RNG -can- be a pain, but strategy is important so that new characters can level up, right bonds can be formed, and RNG risks minimized.

I'm afraid to say but, while I agree that there are a few things that could be different/better, if four fifths of the things that you say are the reason why you find the game terrible, this is just not the kind of strategy for you. You talk about lack of information and randomness, and while I'm not going to say that there isn't randomness (RNG on debuffs, upgrades to the tank and so), but if all the games that you played never involved dice rolling then you are clearly out of your depth -- If you mean by randomness anything else other than the RNG though, then it's just your personal lack of information. The game otherwise teaches you all that you need to know, and if you cannot adapt your strategy to that, then that is your weakness that you must overcome.


Apologies for the ramble, but, as someone who finished the game and is moving halfway through the NG+ I've only strengthened my conviction on the goods and bads of the game, and for someone to try and tell me ALL of this is bad game design, I'm going to dispute the claim and say they need to learn how to play the game.
Not going to lie, I don't have a friendly relationship with RNG, but if even I felt more excitement than rage when things went less than perfect and I turned things for the better, I'm sure it's others can pull off too.




I'm currently playing Othercide, a t-rpg known to be hard and i'm stomping the game with ease, never even sweat so far

because the game have good design, tells you the right things at the right moment, everything's crystal clear, there's no room for rng to screw you just for the sake of it or because devs were too lazy to produce better game design

you liked the game, fine, but your post show a big lack of maturity and ability to understand other people POV

like a lot of people you're only entitled to what you think/feel, and honestly that was not the point of my initial post, which is listing the big flaw this game have

if you like walking in the dark, if you think that's exciting, fine for you, but some people don't.
swolf75 Aug 30, 2021 @ 8:28pm 
Well then refund and quit your ♥♥♥♥♥♥♥♥ then.
OG.UA SAPUTRA Aug 30, 2021 @ 9:17pm 
Originally posted by :pensive::

like a lot of people you're only entitled to what you think/feel

congrats you just described your own post, pro gamer

and btw nice effort for such low quality bait. good day sir
Minneyar Aug 30, 2021 @ 9:32pm 
Originally posted by :pensive::
devs were too lazy to produce better game design ... you liked the game, fine, but your post show a big lack of maturity and ability to understand other people POV
Step back and think about how you're getting upset at somebody for not understanding somebody else's point of view while, at the same time, you think a game is badly designed just because you, personally, don't like it.
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