
Restore the balance of light and shadow in the world!Beautiful hand-drawn visuals and a story of epic proportions bring Asdivine Hearts to the forefront of PC gaming! Travel alongside four companions and a cat in this fantasy 2D turn-based RPG!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
A simplistic, basic RPG. Goes out of its way to hand hold you. Just going thru basic story scenes you will hear the same fanfare again and again and again of "new quest added" as you're simply walking from A to B. Places to explore literally do not exist until you must go there in the storyline. Skills and magic are annoyingly unbalanced, and as the bosses get harder and harder, you'll find yourself more and more annoyed with how crippled you are. After finishing two major story beats, light magic users still have ZERO multi-hit spells, even for support and healing. UI will lie to you, frequently. What it may look like on the turn order is not necessarily what is actually going to happen. You will feel cheated at having enemies suddenly jump past 3-4 people in your team's turn to go. How can you plan ahead in a turn based game if the UI cannot be trusted? I gave up on the game after bosses began to now become normalized to having double turns in a row with hitting everyone on the team with an attack or a debuff. There are no items to multi-heal. There is only one character that has a multi-heal. Most debuff heals, at best, can affect a line of people. So you simply cannot defend yourself without taking either your entire turn to heal/restore. This will drag battles out. Some bosses have instant death skills as well, further cheapening your experience and making it more RNG based than any sort of skill. Again, no purchasable items or spells to counter these instant death events. You take it and deal. It's a shame. Game started out harmless enough, but after the first major story beat, things really went downhill. After the 2nd major story beat boss, it's become nothing but pain. Don't bother with this.
[quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating - Painfully Bad ★☆☆☆☆[/h1] [h1]First Impressions[/h1] From what I can recall, my main reason for wanting Asdivine Hearts (AH) was because it had a talking cat. That's what seems most striking about the RPG whenever I check it on in my library, and its store page. I doubt I'm the only person who's acquired a game for so insignificant a reason, but I've actually decided to try it out, instead of merely letting it collect dust in my library. Should I have let napping cats lie? [h1]Gameplay[/h1] As far as RPGs go, this one feels pretty formulaic, like it's following a rubric. For instance, after exploring an area for a while, you'll encounter something that moves the plot along, but in such a way that it seems like the authors were trying to reach X amount of text boxes. It has a back and forth cadence that doesn't seem organic or natural, in a manner that lets the story or events be the length such things demand. Initially, I thought the use of a rubix and jewel system might provide some novelty, but it's just a different costume for equipping accessories like rings, which are noticeably absent. The sort of effects it causes is too similar to seem like a coincidence. When you also have “limit breaks”, preemptive strikes, random items like boulders showing up, and other events that can occur in battles, it comes across like throwing in everything possible, hoping players will like something. There wasn't a clear vision or goal when making AH. Generally speaking, explaining mechanics specific to your RPG is something developers should do for all skill levels. That's why I didn't mind the frequent tutorials in the first couple of hours, especially since you could skip them. Ironically though, when you get into your first battle, no tutorial kicks in. By then, you were told a significant amount of information could be accessed from the help menu, but I still find this absence funny. https://steamcommunity.com/sharedfiles/filedetails/?id=3449616899 [h1]Controls[/h1] Although the tutorials and screen indicate you'd input everything with a mouse and keyboard, it's possible to play with a controller instead. Sometimes it'd take me a little while to figure out the correct inputs, but it started making sense after a while. I think my issue has less to do with the controls, and more about how areas like the forest are designed. Instead of being able to freely explore, you have to take the lain-out pathways, because everything else is barricaded off by shrubs and small trees. It looks really shabby and stupid when you're winding back and forth, unable to take the obvious short-cuts because the path is obstructed by a little bush. [h1]Story[/h1] A year ago something ominous happened, and then nothing happened, so everyone forgot anything ever happened. Except everybody remembers it was a year ago when all the monsters became more aggressive. This doesn't make sense, but that's a simple summary of the early game story. What really kills any of the game's plot for me is the lack of NPCs and buildings in the few villages you explore before reaching the capital. I've seen fairly barren locations in RPGs, but this has to be one of the most striking cases, with places having a single house. Additionally, considering the scale of the game has you interacting with deities that made the entire world, your interactions with them feels quite meager. Let's just say the world-building is a bit lacking. https://steamcommunity.com/sharedfiles/filedetails/?id=3449616055 [h1]Visuals[/h1] With a limited budget, I can appreciate when in-game visuals of characters don't have the same life and expressions that their portraits can convey. However, there's not really any area where I can compliment how the game looks. The portraits aren't that well-designed or interesting. Watching the fights play out is really bland, with even special skills and magic having no life or pizzazz. Some of the attacks have odd names, but without any quirks or silliness in the animations, it amounts to nothing. I think what's especially insulting is how quickly NPCs get recycled, considering how few of them you encounter. Maybe wait until you hit 20 before resorting to the same model ad nauseum. [h1]Sound Design[/h1] To be honest, I wonder if the music is somewhat trite-sounding, or if it suffers from guilt by association. I know that it comes from this game, which I don't view in high regard, so while listening to it, I think it sounds generic. Based on a playlist I found on YouTube, even if it were perfectly good music, there's theoretically only ten songs for the entire game, which is far too few for an hours-long RPG. https://steamcommunity.com/sharedfiles/filedetails/?id=3449616526 [h1]Pros[/h1] 🌟 There's four difficulty options, so you can make the game as easy or hard as you'd want. 🌟 You can find a lot of information in the various menus, such as a bestiary. [h1]Cons[/h1] ❌ Limited visuals make for combat that's unengaging. Magic and special attacks have no wow factor. Also, with equipment that increases your stats by single-digit percentages, that's going to have minimal impact when your stats are paltry. That's a poorly conceived idea. ❌ It comes across as a thrown together RPG maker game with little thought put into it. Probably because it is. ❌ I'm not fond of the cat abuse. [h1]Tips[/h1] 🔍 Why wouldn't you just easy mode this game? It's not interesting enough to make challenging yourself worthwhile. 🔍 I'd use the jewels that protect against status effects, as there's so many that can impact your party. [h1]Final Thoughts[/h1] Even though there's no audio/visual glare that'll make you recoil from the screen, I still find this to be a painful RPG to try. I'm the sort of person who enjoys talking with all the NPCs, but the writing is so bland and driven by stereotypes, I don't want to encourage more of it. The male protagonist is a rude, impatient prick who's doted on by his life-long female friend. While it's fine for him to speak in a blunt manner with people he's known for years, I'm amazed he actually has the gall to smart off to royalty. There's no way in hell he'd leave the castle with his head attached. Plus, he treats a deity horribly, never thinking his actions might have consequences, as nobody ever gives him his just desserts. I guess it's supposed to be a source of comedy, but he kept kicking a cat too. Ignoring all these matters, there's nothing interesting about the battles, as your regular attacks are faster, and the magic and special attacks have no flair. This is a cookie cutter, why bother kind of indie RPG, so skip it. [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - AH is healthy [/td] [/tr] [/table]
[url=https://store.steampowered.com/curator/8714972/] Please follow [b]TotalWar:Arena[/b] for quality reviews[/url] [h1]Good things:[/h1] Well someone knows how to use RPG Maker to make a game and it even looks good. The idea of gems giving various bonuses when placed in the cube is interesting. There is also a good idea that there are formations for your team that gives bonuses. Battle order and how many times you can attack before enemy gets his round depending on speed is also a nice change from most RPG Maker games. There exist normal attack and special attack skills and magic system so it is a plus. You can also use setting to make you defeat monsters much weaker than you automatically and that is great because you will be forced to do boring grinding and running between few towns/villages and this auto wins will help you. [h1]Bad things:[/h1] I played better games made in RPG Maker. There are various games made in RPG Maker, but this is like a 10 hour game extended for 30 hours due to grinding. While the idea of gems giving various bonuses when placed in the cube is interesting, grinding them and making stronger ones from weaker ones and rotating and moving them so they can fit together like in Tetris is a time consuming and tedious process. Humor in the game is often weak and on kindergarten level. 1/10 of skill names or jokes are funny. Most just makes you cringe. Unfortunately, the worst thing in the game is the plot, which looks like it was written by a drooling boy who would like to be in the center of attention of all women and has some fetish related to dressing women in maid outfit (I had the impression that half of the women in the game wear maid outfits). [h1]Why I think this game is bad?[/h1] At the beginning, our main hero almost immediately becomes the object of desire for several women who travel with us and of course he is too stupid and unaware throughout the game to notice anything. Our companions are also typical one-dimensional and clichéd figures. We have a woman who loves us for many years and can’t control her emotions and is afraid to tell us she loves us, a goddess who thinks she is better than anyone else but we are the key for her to understand and appreciate humans and to find love, a strong woman who hides her weaknesses and does not want help and we are the key for her to find love and accept her weakness, and a woman that is a typical stalker and creep and loves us from the start. You see where this is going right? We are the best male to ever live and we are perfect for any woman ever. 4 one-dimensional characters depicting 4 cliché types of women. Traveling, we defeat various monsters. Monsters are strange, because while the normal ones are ok, the special ones that we meet when traveling on world map with a different color can be overpowered. This strange colors can mean many things like that they attack 2 times before we can or we have 99% chance to miss them with anything else than magic but the worst are red ones. Red ones are really supposed to be only stronger versions of normal monster but most of the times are stronger than any boss in the game you meet so far and only the last boss is stronger than red monsters. It is stupid because the shadow deity could use these red monsters to just murder your party but instead he picked the weaker monsters to be bosses in most important locations. Imagine playing some D&D RPG where bosses are goblins and orcs but hundreds of dragons and lichs are running around the world and they kill you in random encounters when you travel. At the end of the game is when the game falls apart completely. In the last 25% of the game we seem to try avoid fighting and killing guards in the kingdom just to kill hundreds of them a few minutes later, and suddenly for some reason 4 types of monsters that we previously defeated many times on the world map look the same as guards in the kingdom of which 2 look like people in armor, but the rest are ogres, which makes absolutely no sense looking at the situation described in the game. The game seems to get a bit lost, because first an important event took place a year ago, and then suddenly there is often talk about 2 years ago as if between our journeys that last a few weeks the whole year has passed, but our characters have the same age on their cards. [h1]The ending that ruined everything[/h1] And while the normal ending is an OK ending, the so-called REAL ENDING is just silly SPOILERS -->, [spoiler] because suddenly we forgive everything that the shadow deity did, so we forgive that because of him the number of monsters increased several times and as a result many people died, that people began to sacrifice other people to him, and that he wanted to destroy all worlds. We forgive all that. What's worse, suddenly after that great forgiveness a new deity, a deity of creation enters the scene, which created the light deity and the shadow deity, and now this deity decides to destroy the world... And we have to overcome the next tedious stages of the game to fight this deity and by fighting it we can convince deity to not destroy the world... The deity wants to destroy the world and create it again by taking away peoples emotions because it accuses people that their emotions lead to wars and fights and murders so... it decides to murder everyone destroying everything unless we defeat him in fight... very logical x 1... And of course when we defeat the deity in battle that makes him no longer want to destroy the world, because how we fought and beat him showed him our love and friendship and good qualities of people... very logical x 2.... And what started the whole situation in the game? The fact that deity of light and deity of shadow can’t talk like anyone having a brain and both sides expect the other to guess everything they think and read each other minds while they have no such power… very logical x 3... Deities in this game looks like fools or idiots and to understand humans they need to speak with them but... they have never in all thousands of years ever speak with humans... very logical x 4... Because it's best for them to understand what friendship and love are not through conversation with humans but by fighting and getting their deity butts kicked... very logical x 5 [/spoiler] [h1]Conclusion[/h1] If you want to buy and play an RPG Maker game there are many better games than this one so spend your money on some other game. Overall score 3.5/10
Dopo quasi 40 ore sono arrivato ai titoli di coda. Molto probabilmente avrei potuto impiegarne 5-6 in meno visto che ho passato un bel po’ di tempo a grindare, il che mi ha facilitato molto gli scontri verso la fine del gioco, ma di sicuro non era necessario. Ma…” dicci, dicci, come ti è parso questo titolo che a prima vista sembra la solita cagata da smartphone forzata su PC”? Beh, la sensazione purtroppo permane: sembra un giochino che si sforza di arrivare alla qualità di un JRPG di valore, ma che fallisce miseramente proprio a causa dei suoi natali concettuali: quella dei dispositivi che ciucciano la batteria e che io bannerei per legge come macchine da gioco. Potrei iniziare dall’interfaccia a pulsantoni e anonima, tipica della necessità touch di dover schiacciare qualcosa di molto grande e brutto, nel contempo continuando a non fare vedere quello che sta sotto il dito. Ma le cose che più mi hanno indispettito di questo gioco sono due, in ordine di importanza decrescente come segue: 1- il sonoro di questo gioco è una tragedia greca. È assolutamente insopportabile. Durante le vicende avrete 3-4 musichette in loop che si susseguono incessantemente e che spesso e volentieri non hanno nessun legame con le vicende a schermo. Ora, non si tratta di canzoncine brutte, sono orecchiabili, ma sono di una banalità, noia, secchezza tali da rovinare quasi da sole tutto. Non so come mettervela, ma proviamo così: immaginatevi le scene più toccanti di Final Fantasy VIII con in sottofondo la musichetta di Circus Charlie (il coin op). Mente giocherete avrete sempre una espressione di disgusto stampata sulla faccia. Non male, direi. 2- la storia. Oddio, siamo a livelli davvero bassi. Il problema è che si tratta di una trama che chiunque potrebbe scrivere in 10 minuti del proprio tempo. Non ci vuole nulla, basta immaginare 5-6 protagonisti e andare a ruota libera inventando sul momento, con il solo vincolo che alla fine ci sarà un boss. I protagonisti chiacchierano spesso di cose facete, e forse si tratta dei momenti più divertenti del gioco, ma lo scheletro che tiene incollati gli eventi è una miscela di nonsense e cliché da fare tremare i polsi anche a una serie televisiva poliziesca. Torri che spuntano a caso senza una giustificazione, solo perché è così e solo perché a un certo punto qualcosa deve pur succedere? Distruzione di statue che fanno cose e io ancora non ho capito cosa, tranne indicarmi la prossima locazione, mentre i personaggi discutono di roba che manco loro comprendono ma ne sanno a pacchi? Nel gioco avvengono eventi ma non smuovono nulla nel giocatore e verso la fine uno dei più grandi clichè del medium, telefonatissimo. Ma la cosa più grave del finale è che è anche senza pathos, che potrei riassumere così (invento un po’): [spoiler] Tizia: “Zack, siamo arrivati fin qui, guardati intorno, è finita, possiamo finalmente rivedere i nostri cari. Tutto quello per cui abbiamo lottato può continuare a sperare” Zack:” sì, ma io voglio sacrificarmi perché la dea è gnocca. Ciao ciao amici, ci si vede!” Tizia: “Ah, ok, ciao, e stammi bene! Io ti amavo, ma vabbè” Titoli di coda [/spoiler] Sono due difetti che ho trovato terribili, a cui si aggiungono anche problemi di flusso di game e level design. Il gioco è a tappe, con ogni tappa che si ripete: villaggio, missione, dungeon, boss… and so on. Tutto così, fino alla fine della storia. Non esiste un viaggio da intraprendere, né esterno, né interiore, la struttura è quella di un gioco a livelli: fatto il primo si passa al secondo. La sensazione è quella e non è molto gradevole. Non esistono approfondimenti, non esistono parentesi, l’esplorazione del mondo non ha senso (ci sono delle attività, ma ho la sensazione che su smartphone avessero solo lo scopo di fare microtransazioni). E nel mentre le mappe sono caratterizzate da un level design elementare fino all’osso, addirittura telefonato, perché già dall’inizio si capisce cosa bisogna fare per trovare una uscita o raccogliere tutti i bauli. Ed è un peccato, perché secondo me invece il combat system è divertente: si tratta di un sistema a turni, in cui si può aspettare tutto il tempo che si vuole prima che il nemico faccia la sua mossa. L’ordine per attaccare dipende esclusivamente dal parametro di velocità di quel personaggio. Tenuto conto della varietà di nemici (almeno dal punto di vista delle loro mosse e comportamenti) e della quantità spropositata di abilità, magie, e mosse speciali che si possono realizzare e imparare, il gioco paradossalmente è anche una piccola droga. Anche perché usa un sistema a cristalli per l’acquisizione delle magie, cristalli che devono essere disposti su una scacchiera (che può cambiare di dimensioni) e che permettono di ottenere nuove abilità solo se si è inserito un cristallo di un determinato genere sulla scacchiera stessa. E la disposizione dei cristalli avviene a incastro come per Tetris. Un sistema di questo tipo è di base molto complesso e profondo, forse anche troppo dispersivo, visto che solo alla fine del gioco mi sono accorto di non stare utilizzando delle mosse speciali che rendono il party praticamente invincibile contro ogni boss (tranne l’ultimo se non si programma il doppio scontro finale…). Alla fin fine è soddisfacente vedere il party che livella e che acquista magie e abilità come se piovesse. In ultimo, un plauso a 2-3 gnocche. Peccato che nel gioco non si possa fare nulla se non alimentare delle romance che però alla fin fine non sembrano soddisfacenti… Direi che siamo dalle parti della mediocrità e sono curioso di sapere come saranno gli altri titoli della saga, tenuto conto che in giro comunque se ne parla bene… Vedremo… 4.5/10 PS: ci dovrebbe essere un ulteriore finale, ma il gioco non mi invoglia a proseguire, perchè si tratta di fare altri combattimenti. E se il finale normale è di quella qualità...
Ehh I mean it's not terrible? But I can't really think of much it does that's worth seeing. But the characters are pretty one dimensional, the plot is very RPG-by-the-numbers, the world and dungeon design is super uninspired, the soundtrack is incredibly limited, the combat is OK I suppose, and it gets pretty grindy and really starts to drag towards the end. I can't really recommend this, especially at £9. It's a pound cheaper on the Google Play Store if you're that desperate. PS: If you are gonna play it, stop at the normal ending.
Asdivine Hearts is a classic, party-based JRPG that aims for a familiar “old-school” adventure: explore towns and dungeons, talk to NPCs, and fight a steady stream of turn-based battles. It doesn’t try to reinvent the genre, but it delivers a straightforward journey with a light tone and a comfortable pace. The story starts with a world that’s gradually slipping into trouble after a strange event, and the main characters get swept into something much bigger than their everyday lives. Early on, a mysterious cat-like companion claims to be tied to the world’s fate, pushing the party toward a quest that mixes earnest heroics with plenty of playful dialogue. Combat is traditional turn-based: you choose attacks, skills, and spells while managing health and magic resources. Encounters are frequent, and the game keeps things readable and quick rather than overly complex. If you enjoy steady, rhythmic battles where growth comes from incremental upgrades, it fits well. Progression is where the game tries to stand out. Beyond leveling, you can customize characters through a jewel/grid-style system that changes stats and unlocks build options. It encourages experimentation—moving pieces around can noticeably shift how a character performs—so players who like tinkering will have more fun than those who prefer a “set it and forget it” approach. Exploration and presentation lean into a retro feel: bright 2D visuals, simple maps, and spell effects that add some flash when fights heat up. The environments are functional rather than elaborate, but the overall style stays consistent and easy on the eyes. Music and sound design do their job without dominating the experience. There’s also a decent amount of optional content for people who like checking boxes: extra tasks, challenge battles, and collectible-focused side activities. These can stretch the game and provide goals beyond the main plot, though they often reuse the same core loop—more battling, more upgrading, more traversal. Overall, Asdivine Hearts is best seen as a comfortable, traditional JRPG with a customization system that gives it extra flavor. It’s a good fit if you want something relaxing, predictable, and character-build focused. If you need constant variety, intricate tactics, or a highly original story, it may feel repetitive—but for genre fans, it can be an easy, pleasant time.
Good fun, interesting storyline, simple but enjoyable battles.
It's an alright JRPG. Not interesting at all for those who don't enjoy the genre, but if you do, you'll get some fun out of it. Exploration and questing is extremely basic, and the story is too. Characters are okay; there's a bit of a harem angle with the central man but it doesn't go to weird/creepy anime levels. The jewels (which essentially amount to accessories in other games, despite how different the system initially appears), and what you can do with them, are pretty neat, however they have a problem of only really becoming interesting fairly late into the game--they are simply too weak, and you can equip too few, to be all that useful for much of the game. The main draw is really going to be combat. It's not amazing either, but I do think there is some degree of depth and breadth to it that makes it interesting for quite a while. And it uses a global ATB bar like the Grandia games (this is not a turn-order bar like FFX, which some people didn't grasp). I enjoyed some of the fights, but it can get a bit ridiculous later on--damage output of enemies can be extreme, and they can do things like try to put the whole team to sleep every round with no reliable and consistent way to prevent it. It's one of those games with extremely high-level post-game content, but it's basically a grindfest. The power curve in general is a bit too high, where levels and equipment feel way too impactful, and can either make the game feel impossible or laughably easy on a regular basis. All in all, it's alright. I wanted a simple JRPG to play that wasn't something I'd played before, and it did alright for a bit. I do dislike that the UI is still setup for mobile, so you CAN play it with controller, but you have to just figure out all the controls on your own. But eh, not a bad purchase when you want something simple and retro. Just expect to grind, and sometimes, get a little confused (RPG Insanity is the one place I found some info to reference).
キャラが大きい。文字も大きい。 闘技場、サブクエストはメインを終了させてからでもプレイできる。 隠し通路や宝箱は結構面白かった。 終了させたあともシナリオがあり、なかなかのボリューム。 不思議と目が疲れなかった。
This game has engaging game-play and a great story line. I will say that there is a significant amount of grinding that happens in game.
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