
CombatĬombat is played out like Dragon Nest where enemies are having a red marker whenever they are attacking and you have to press a button to gain an iframe to dodge their attacks. Most gear upgrades require a lot of money to craft, so farming can be mandatory for those who need to get the quick bucks. You can even skip the whole farming element if you want, although you will miss a good source of income that way. The only thing that you need to worry about is to decide which seed that you need to plant, and tending your crops doesn’t take a long time to finish. Strangely, some quests are also marked as side quests even though they will be leading to main quests. People who are not exploring the area thoroughly will have trouble finding these quests, and some of them are needed to progress the story. Some quest givers will only be available at a certain time, while some will even stand in a place that you won’t expect. Quest progression can be vague sometimes. Obtaining 50 Hyena Tokens means that you at least need to defeat 50 enemies, and Coin Pouch is a mini-boss drop. However, enemies will get stronger in the tougher areas, making it harder and longer to beat if you still use the basic gears.

Upgrading gears will take a longer time because of the number of enemies that you have to kill, and the highest tiered weapon that you can craft at that point will be enough to beat the game. I like the fact that you can choose between upgrading your gears or continuing with the main story. Some quests will also require you to defeat X number of enemies, furthering your reason to grind them. Enemies will drop materials that can help to craft gears, which in turn help in defeating tougher enemies. The gameplay reminds me of old MMORPG games where you have to mindlessly grind enemies over and over. I feel that it would work better if it was told in another event to give more impact and understanding to the whole story. It tries to be mysterious by introducing a “shady” character at the start, but they end up revealing a piece of important information casually in a random talk. Moreover, the events that happened at the ending feel weird with a revelation that suddenly appears out of nowhere to complement the story. The story ended up straying from its intended premise, even brushing it off like it’s not important, and introduced another event instead that serves as an ending. The prologue does a good job of giving a premise on what happened, but the lack of a proper follow-up ends up ruining it. Each explorable region captures the intended theme while still making them unique from each other. Characters look cute with their animal characteristics and the backgrounds do a good job of portraying the rural village and its surrounding areas.


It doesn’t look as good as AAA-level graphics, but it gets the job done.
