Labyrinth of Refrain: Coven of Dusk

Labyrinth of Refrain: Coven of Dusk

View Stats:
Soul Pacts are kinda disappointing
With the other systems in the game being so robust I am kinda disappointed in the soul pacts. Sadly there isn't much point to leveling them for the most part (aside from reinforcement points reduction for the better ones). The soul pacts you start with are particularly devious. I thought at level 10, for example, the Fighter, Healer, and Schemer pacts would then change to Fighter II, Healer II, and Schemer II, maybe have another spell AND another character slot. But no. We just get a bunch of wildly different pacts and no such system is utilized in the game. >.<

Fusing different pacts together (only available once they're both level 10) would have also been a nice touch, combining their character slots and abilities. I feel like this would have been a much better way of getting better pacts instead of just "finding" better pacts. It really feels like they focused so much on the other aspects of the game that they just didn't have enough time to flesh out the pacts system better.
< >
Showing 1-4 of 4 comments
Vestra Feb 15, 2021 @ 4:37am 
this game is kinda disappointing : pact, auto attack, story is a joke...
There is something to be said about the variety of sandbox toolery the player is given. You could play the game with just one character if so desired, a balanced party of 5, or even tweak out a full party of 40 puppets. Synthesizing equipment is pretty useful as well, though it could have been done better.

Admittedly, I'm currently dreading playing it as I am at the point where I need to grind levels. Instead of the whole soul clarity/transfer bit it would have been nicer if each class could "prestige" up to a better version of the previous class after reaching level 99. Similar to how the old Shining Force games did it.

But it is what it is. It's definitely a good experience as a game developer. The do's and don'ts so to speak. :)
Tractie Feb 17, 2021 @ 12:37pm 
Originally posted by PaladinHeart:
There is something to be said about the variety of sandbox toolery the player is given. You could play the game with just one character if so desired, a balanced party of 5, or even tweak out a full party of 40 puppets. Synthesizing equipment is pretty useful as well, though it could have been done better.

Admittedly, I'm currently dreading playing it as I am at the point where I need to grind levels. Instead of the whole soul clarity/transfer bit it would have been nicer if each class could "prestige" up to a better version of the previous class after reaching level 99. Similar to how the old Shining Force games did it.

But it is what it is. It's definitely a good experience as a game developer. The do's and don'ts so to speak. :)

Although there could have been more options about soul pacts, I think the current system is complex enough with the big amount of good pacts, soul transfer and equipment. And I think combining the stats of pacts sounds a bit too OP to me :D
Originally posted by Tractie:
Although there could have been more options about soul pacts, I think the current system is complex enough with the big amount of good pacts, soul transfer and equipment. And I think combining the stats of pacts sounds a bit too OP to me :D

The existing soul pacts you get later? Sure, but not the ones you start with. They could have made it very simple. Only 5 soul pacts in the whole game and you could heavily customize them. Would have been great and added a lot of customization to the game but oh well.
< >
Showing 1-4 of 4 comments
Per page: 1530 50