In case anyone's curious, the "human" boss designs are taken from the paintings of Hieronymus Bosch, a 15th-century Dutch painter who at times seems like he was 4-5 hundred years ahead of his time stylistically.
The inspiration for the first boss, Homo Gorleo, can be found on what's arguably Bosch's most famous painting, The Garden of Earthly Delights. Apple guy is in the bottom right corner of the painting's centerpiece. There's also a few of the egg fellas strewn about the painting.
As quick rundown about the combat. This game pretty much uses the exact system as the main SMT games called the "press turn system". Basically you get a turn icon for each member of your party and when you hit a weakness/crit one of the icons will start glowing instead of being used. It will then go to the next party members turn who then has a chance to make another icon glow. If someone hits a neutral resistance it will use up any available glowing ones instead of a normal one. If someone misses it will actually use up an extra turn icon functionally wasting 2 icons. Basically in an ideal round of combat with a full party in SMT where everyone hits weaknesses/crits you'll get 8 actions. If an enemy reflects the damage type you hit it with your party will lose their ENTIRE turn. All this also applies to enemies except bosses usually get at least 1 extra icon to make up for being alone. It probably sounds really complicated but it's genuinely one of my favorite gameplay systems ever and I think the game has extensive tutorials to read in a certain area you haven't reached yet. Also MAG is a secondary currency
Yeah it's pretty neat! Don't worry I got the hang of it, I've recorded the whole demo so I'm just waiting for the full thing to release now, Friday here I come
Probably a little late by now, but Luck does affect things in combat as well. Skills that say they can hit "2-4 times" will land more hits with higher luck, and status effects will more reliably take effect on enemies with higher luck. It also helps to recover from negative status effects faster if you don't use an item to cure it. Also, effects that can steal from enemies also need luck.
Hey, your videos are pretty good. You have a pleasant voice, you make good commentary and you haven't plastered your face or one of those horrid "V-tuber" digital avatars that take up 25% of the video screen. May the algorithm bless you.
Stay here, this guy is dope! Sun is my go-to guy since we have similar tastes in games and most of my former go-to LPers have gone full-on visual novel at this point.
In case anyone's curious, the "human" boss designs are taken from the paintings of Hieronymus Bosch, a 15th-century Dutch painter who at times seems like he was 4-5 hundred years ahead of his time stylistically.
The inspiration for the first boss, Homo Gorleo, can be found on what's arguably Bosch's most famous painting, The Garden of Earthly Delights. Apple guy is in the bottom right corner of the painting's centerpiece.
There's also a few of the egg fellas strewn about the painting.
The focus on male chanting in this soundtrack is SO GODDAMN GOOD.
Give this composer all the awards
As quick rundown about the combat. This game pretty much uses the exact system as the main SMT games called the "press turn system". Basically you get a turn icon for each member of your party and when you hit a weakness/crit one of the icons will start glowing instead of being used. It will then go to the next party members turn who then has a chance to make another icon glow. If someone hits a neutral resistance it will use up any available glowing ones instead of a normal one. If someone misses it will actually use up an extra turn icon functionally wasting 2 icons. Basically in an ideal round of combat with a full party in SMT where everyone hits weaknesses/crits you'll get 8 actions. If an enemy reflects the damage type you hit it with your party will lose their ENTIRE turn. All this also applies to enemies except bosses usually get at least 1 extra icon to make up for being alone. It probably sounds really complicated but it's genuinely one of my favorite gameplay systems ever and I think the game has extensive tutorials to read in a certain area you haven't reached yet. Also MAG is a secondary currency
When I started this comment I wanted this to just be some tips but I feel like I ended up writing a thesis statement lol Sorry about that
The demo does actually go into detail with all of this eventually, I think. It just introduces it a little at a time.
Yeah it's pretty neat! Don't worry I got the hang of it, I've recorded the whole demo so I'm just waiting for the full thing to release now, Friday here I come
This story is really promising. I was unsure for the first 30 minutes, but its finally setting into its groove. Looking forward to the next episode.
Yessss I'm so invested! Some wild stuff goes down later in this demo haha, loving it
Probably a little late by now, but Luck does affect things in combat as well. Skills that say they can hit "2-4 times" will land more hits with higher luck, and status effects will more reliably take effect on enemies with higher luck. It also helps to recover from negative status effects faster if you don't use an item to cure it. Also, effects that can steal from enemies also need luck.
Yes breaking crates is worth it. It's the satisfaction of breaking shit! 😄🐒
Dark Souls ahead. Try rolling.
Lmao true xD
Hey, your videos are pretty good. You have a pleasant voice, you make good commentary and you haven't plastered your face or one of those horrid "V-tuber" digital avatars that take up 25% of the video screen. May the algorithm bless you.
Appreciate the kind words :D
Stay here, this guy is dope! Sun is my go-to guy since we have similar tastes in games and most of my former go-to LPers have gone full-on visual novel at this point.
This is deffo on my radar.
Will have to down load it. Am sad there isn't a physical edition
Huh there is a physical edition here cos I've pre-ordered it lol, maybe it's not worldwide then? Weird
@@LivingSun I'm guessing you got the ps5 edition right ?