

Simple and elegant design. The game isn't long but it is meant to be replayed a few times, trying out different ways to try and avoid the varius ways the princess can die before she becomes queen. Overall replaying it and thinking about what alternative archetypes to make and how to go about training towards them in the most efficient way has been fun, just don't expect anything too narrative heavy. I'd say the game remains fun for around 3-4 replays after which point the linear, set in stone nature of the events takes you out of immersing with the game and just playing it for the mechanical decissions and the mood balancing becomes more of an annoyance than an interesting mechanic. Overall this is well worth the 3$ I bought it for and I wouldn't have regretted buying it at the full price either.

I came into the game not expecting much but somehow I still ended up underwhelmed. The big problem with the game is that it is simply shallow. The hook is weak, the characters you meet are all generic and uninteresting, the towns and dungeons you visit are serviceable but completely bland, you never get the impression that there is anything actually going on there and there is never a reason to revisit an area in later chapters. The writing itself is serviceable but the world building, story and the philosophical ideas explored read like something a redditor came up with. The party members you find each get exactly one quest, and the conclusion of said quests doesn't even conclude their character arcs, or give them much of an arc at all. It's more that they start at point A and arrive at point B, you expect it to go somewhere from there but no, that's it. The combat is by far the games strongest point but even there it's just serviceable and the impact is a bit diminished by the horrible pathfinding and encounters which are randomly way more difficult than anything you've faced in that same area. I can't say I was a fan of the boss fights either, it felt like the devs just had to give them unreasonable stats and spells to make up for the fundamental limitations of crpg combat, as such fighting them felt like it was mostly about getting good rng on the rolls and AI behavior. There is a player fortress to manage but in my 67 hours of game time I only had 2 (two) npcs show for short dialogue + the npc for the one fort related quest. The fort itself is so far out of the way that you won't really be visiting it much. It is a shame they didn't do much with it as the fortress related quest is the most memorable and engaging one. TLDR: game is serviceable but generic, check out literally any other high profile CRPG that came out in the past 20 years before you play this. Pathfinder and Divinity are both significantly better series.

If you are into trading then the game has it. You can manipulate the economy and probably do a bunch of other stuff. At the same time, it doesn't look like the game is all that deep so while it hasn't yet happened to me, I think it should become boring after about 10 to 15 hours or so. There also doesn't appear to be any campaign mode, just free play sandbox mode. The game does feel fairly archaic but not prohibitively so.