Prologue to Chapter 8
Might have to split this into two posts.
Wall of text ahead.
Premise is okay, but in terms of gameplay…
The gameplay is, well… the earlygame is honestly a turn-off.
Here’s the main general offenders:
The main lord, Luna, is… she’s got a really rough start. Low HP, her spells don’t do much damage… she needs at least one extra point of magic to be able to kill reliably and gain exp; otherwise she has to chip. (It doesn’t help either that she has no leadership star or skill, and her tome’s effect of reposition is… not the best given her build).
Her Reposition tome is cool and all, but I barely use the reposition since most of the time it puts her in a bad situation.
I get that she’s not exactly a natural combatant, but this is just… irritating to deal with.
Chapter 1 is a good example of how her inability to kill screws her over- she can’t reliably kill the fighter without a crit, when said Fighter seemingly must die.
Which brings me to the next point- the solution itself to the problem is… not exactly the easiest to figure out (you have to Rescue with the Swordmaster and pray to god you don’t get bodied).
Also I was fine with the mages having Thunder because the Swordmaster had the Artifact Sword that was anti-mage, but without it, the boss of Chapter 7 becomes really risky to fight- even with a pure water, all it takes is one bad roll to do you in.
But that’s only a small part of the issue.
The two biggest issues I have with Isekai Emblem’s gameplay are:
1.) The fact that pretty much every map so far seems to be designed to make you take the long way around to get everything.
2.) The enemy design choices.
For the former, Chapter 2 is a good example- to get both villages, you pretty much have to drag the boss around and pray that the enemy civilians don’t get in the way in the meantime… and the fact that they have one-tile per turn move is both a blessing and a curse in this regard.
They basically serve as irritating roadblocks that slow your progress.
The boss is also placed awkwardly as hell- if you try to go for the house close to him, or visit the vendor, you have to (as stated previously) pretty much bait and rag him around, which… isn’t fun at all.
Another good example is Chapter 7 where you have 6 turns to make it to a cave that takes about five turns at best to reach… and at which point it turns into an utter slugfest of irritating proportions.
As for Point 2…
Isekai Emblem’s enemies are… really badly designed. There is a lot of emphasis on dodging because nobody can really take a lot of hits- the only problem is, in the earlygame, getting hit is really common and all it tkaes is a few bad rolls and you’re screwed.
Also, at times, the stats on the enemies can make the dangerous ones, depending on how the RNG treated you, either difficult or impossible to outright kill immediately when you need to.
A good example of point 2 is in Chapter 7- the latter part of the chapter honeslty boils down to ‘get as many people as you can onto the terrain and pray you don’t get hit’. That’s it. It’s not fun at all- it’s just at best a tedious slog and at worst a nerve-wracking slog.
It doesn’t help either that your unit variety in the earlygame is really low- you have a small army and that means that even a single person dying means you lose something essential.
Chapter 5’s starting mercenaries also are both dangerous and not easy to kill- and if you don’t handle them right away, bad things happen.
Also, I hate the fact that enemies get brave-effect weapons, and that a lot of the time, the 1-2 range weapon they carry is less dangerous than the weapon that automatically lets them double. Seriously. Not. Fun.
All in all, this has the potential to be something- but the gameplay needs to be remedied a lot in order for it to really shine.
TL;DR:
Map design needs to be more straightforward- a little bit of going the long way is fine, but if I’m constantly going the long way and it’s painful to do so because I have no other choice, that’s not fun. Chapter 6 in particular is really cruel because the choices basically boil down to a rock and a hard place- do you want to suffer through a grinder that, should you make it through, let you make it to the objective in time? Or do you want to take a path that promises to be yet another tedious slog in a game full of them?
Luna needs a buff to her magic stat so that she can actually start to kill and get exp. As it stands, she’s like Lyn with Leif’s stats, but with none of Leif’s utility.
The enemy should not get to play with toys (slims, the utter nonsense that is the thunder tome) that the player does not yet have good answers to other than to bait and let the enemy switch out- especially in maps where you’re pessed for time.
I could go into more specifics, but I’ll leave it at here for now.