
On this Indie RPG with Turn-Based battles you are Yori. After 15 years running, you have finally returned home to face your father’s killer. What choices are you going to make? Are you going to follow the honorable path or are you going to be consumed by revenge?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil
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[h1]In short: A basic story made more interesting by multiple choices which only seem to affect buffs and abilities and the endings of the game. Feels unbalanced in the second half. Not worth full price, but a solid maybe at a 50% off or better sale.[/h1] https://youtu.be/4tqcNgfdoZw [i]I was gifted a free copy for the purposes of this review, but it will not affect or bias my review in any way.[/i] Bleeding Sun is an interesting game, in the fact that it is sort of a cross between a visual novel and an RPG game. The problem is, it doesn't seem to know which it wants to be, and it suffers from the split personality more than is enhanced by it. The good thing about the game, is that the story is presented in an interesting manner (plays like a visual novel and is story heavy) with the flashbacks playing out on screen. It helps to tell the story and keep you interested in what is happening next. Also, your choices have immediate effects, but so far I haven't found any indication they affect the story aside from the ending. [b]Example[/b]: You decide to employ a bandit who had been stealing from villagers on your father's lands to steal for you instead. Your party member is appalled, but does nothing else. As far as I can tell, [i]nothing else is affected by this decision.[/i] At first, the combat is rather easy to get through, but as you progress, the difficulty ramps up considerably, but this isn't due to more strategic fights. To me this feels more like 'damage sponge' mechanics and severely limited battle mechanics for your party. Enemies get much larger HP pools, and abilities don't feel like they ramp up enough to match in a good way. Also, two of your party use items to do their special attacks. That would be OK, if it weren't for the fact one party member uses healing items for their attacks, and when you run out, [b][i]they become useless[/i][/b] -and- you're out of healing items. The character [b]doesn't even have a basic attack[/b] Aside from healing, I felt he was weak and if he wasn't in the party I probably wouldn't notice much of a difference. I mean, the heal isn't even guaranteed to be a good one...it uses two items that heal 10hp each, and sometimes healed for as low as 14hp. Another thing that bothered me were the items. You can craft better healing potions, but they take -time-...several real life minutes to brew just one at a time. There is no other way to get better healing items. It seemed punishing, TBH. +Interesting story, and portrayed in an interesting manner +Nice looking UI, with what appear to be many custom sprites +Neat effect where when you go inside a building, you get a top down view with the roof removed +HP regens to full after leveling +After each Act (and in the game menu) you can view the decisions you made, and what their effects were. =Very linear =Maps can be confusing, perspective-wise =White Text with a light border on a White background...gets a little difficult to read sometimes. =Several spelling and grammar issues. -Not enough items, or easy way to get them, for one character’s abilities. Run out of items? They can no longer attack. -Maps are very linear, and feel ‘on the rails’ -Battles feel like more of a chore than fun/interesting -Can only buy item that removes sleep and poison. -Cannot buy upgraded healing items, only craft them, and it takes several minutes [b]each[/b] -Weird bug where you can only attack Kenzou happens sometimes after visiting his house (friendly party member) -Crystals (for dmg spells) cost 300 for 10...but it takes several battles to earn that much. -Character Max HP remains low (level 12 and barely over 100 HP for only one character). Leaves little room for error I think if the game gets better balancing and allows the fourth character to do a basic attack that doesn't use items it would be a solid RPG. As it sits, I wish Steam had a ‘Maybe’ rating, or a neutral. I was able to beat the game, but it wasn’t easy, and didn’t feel fair/fun as I did it. The way the game is now, I don't feel I can recommend it, unfortunately.
I have played a good hour of this game and have made an LP of it here: https://www.youtube.com/watch?v=M4IoxAayHKk It's a very good game and it utilizes the RMMV engine and its RTP well with good usage of assets with some added customization! I really enjoyed the game, and I appreciate the attention to detail. The story can sound a bit cliche, but it's used in a good way (for me, at least). You either go the path of full vengeance or you choose honor. The music used are very fun, too. It fits the overall Japanese themes and aesthetics, which are really cool, by the way. :) So yeah. If you're looking for a sweet RPG game that looks polished enough for you to play, then I would definitely recommend it. :D Note: I received the product for free, but I can definitely say that it is worth playing, whether I received it for free or not. :)
cool game, really different from others RPG Maker games. the game gets hard on act 5, but I liked it.
Rpg retro bem legal e desenvolvido com carinho, recomendo. \0/
Bleeding Sun is the perfect example of a short but sweet experience. A tad rough in some areas but mostly polished. The game put's you in the shoes of Yori, a swordsman whose father was slain by Ichiro, a bad dude. 15 years after the murder, Yori has returned to his homeland to exact revenge/justice. The story is cliche with some attempts to be deeper than it actually is at certain parts. Most of the time, however, it stays simple and serves it's purpose. One upside to this game's story design is that there are a myriad of decisions you can make along the way that produces different outcomes and even leads to multiple endings. These decisions have an impact on combat as well and can lead to your party receiving different minor buffs to even getting new weapons or attacks. The game even tracks your decisions which you can review at any time, kind of similar to what Telltale does after completing an episode. This really adds some fun and replay value to the game, counteracting it's somewhat sub-par story. Even a weaker story can be overcome by the writing. Unfortunately, I found this to be the weakest part of the game. The reason for this is the game's English translation. You have to give props to the Dev for trying, sure, but that doesn't stop it from being very unprofessional with rampant grammatical mistakes and missing words. You'll still be able to tell what is happening but it's just hard to look at. The Dev really should've contracted someone who understands the language better instead of just attempting to do it themselves. Enough with the story and writing though and onto the combat, which I believe to be the game's strong point. Along your journey, you'll get a variety of party members to assist in battle. What's great is that each of these party members have widely different strategies and tactics to use and doesn't simple fall into the "Physical Damager", "Magical Damager", and "Healer" stereotypes. They all even have their own unique way of utilizing there skills instead of just subtracting from a mana bar. Very nice and intuitive stuff. The one negative I have for the combat has to do with it's random encounters; I believe there are just a tad too many. Lowering the encounter rate just a few percentages would've been perfect IMO. Despite this, you do get to face a wide arrange of enemies with their own strategies to uncover and exploit. So, all in all, I found the combat in this game to be very balanced, satisfying, and fun. I really enjoyed the art for this game. While the author does use the built-in character generator for the majority of the sprites, it's a highly customized version of it. There also are some unique sprites altogether, even for battlers which is very impressive. I really liked what the dev did for the battle backs as well, really makes the game stand-out. The regular mapping is also beautiful, though, I did think some of the maneuverability for certain tiles was odd (mainly having to do with the trees). The soundtrack is also nice as well and fits the game's theme but I would've liked more diversity in the battle tracks. There are some little things I feel are worth mentioning as well. You are rewarded for exploring the maps with hidden chests and goodies to be found, which is always nice. One odd thing is that the game has currency but you can only spend it on one item, mushrooms. I feel having currency is just waste in all honesty. What isn't a waste is the New Game plus system, which takes out all random encounters and let's you use a Late-Game party to easily look into the other endings and paths. In conclusion, I enjoyed my experience with Bleeding Sun. As a RPGMaker Dev myself, I like to think I have very high standards for titles using the engine and this game fully met them. It's a small but fun experience well worth it's small price.
This is actually a neat RPGmaker game, the english is not the best however the characters, plot and setting are pretty solid. The gameplay is quite nice aswell it gets away from standard RPGMaker combat with new resource systems for attacks. The game has polish issues but is worth 5 bucks certainly
ótimo jogo de RPG, o estilo lembra Chrono Trigger, Breath of Fire e os antigos FFs. A mecânica do jogo é simples, a história é linear, a jogabilidade é fácil, combates em turnos, e o cenário e personagens são muito bem feitos.É um jogo curto. O único bug que encontrei foi que nas cenas de luta às vezes dá uma travadinha, mas nada que estrague a gameplay. Uma sugestão seria mudar a questão do volume dos sons, que só dá pra escolher de 20 em 20%. Recomendo a compra, ainda mais feito por um brasileiro!
Jogo de RPG bem divertido e feito caprichosamente! Excelente para aquele fim de semana em que quer jogar um RPGzinho rápido, este é o jogo!
Bleeding sun é o tipo de jogo que eu daria neutro na análise se pudesse, ele não é um jogo ruim, mas também não é um jogo bom ele é ok, bom pra passa o tempo; Sua arte é legal, sua musica é ok, sua gameplay tenta ser um rpg de posicionamento mas isso só vale para os inimigos, para você mesmo não faz diferença nem uma; Algo legal que o jogo tem é o fato que as suas escolhas influenciam em qual passiva/skill você vai ganha, uma coisa ruim do jogo é que ele demora para fabrica itens, literalmente você tem que espera alguns minutos para algo ser feito, outra coisa ruim ( mas isso é mais pessoal ) e que os mobs do jogo tem ataque em área é não tem cd para o uso delas, já você não; Eu não tive nem um problema enquanto jogava.
[h1]A Foolish Samurai Warrior, Wielding a Wooden Sword[/h1] I somehow forgot I received a key for this game. [h2]Story[/h2] The main character, Yori, is the scion of a feudal household, but his father was slain by a rival lord, Ichiro, and he was forced to flee from his homeland. 15 years later, he must decide how he wants to oppose the evil lord. Should he fight for the sake of his family's honor, or should he fight for the sake of revenge? There will be plenty of moral choices to make in each act of the game, which determines various events as well as gameplay bonuses. Unfortunately, some of the moral choices don't really make sense. Some, like the decision to spare the bandits, are a good test of how ruthless the player is, but others, like whether or not to accept Haruki's sword, feel like the writer is trying to fill a quota for choices. Worse yet are choices that depend on the outcome of a fight, even if said fight is actually easy in terms of gameplay. Although Ichiro is portrayed as the standard evil overlord, we don't get to interact with civilian NPCs to learn what it's like living under his rule. It's implied to be not that great, since he hired bandits to terrorize the land, likely to justify higher taxes or something. He also purged anyone loyal to the Takenaka clan, including an entire ninja clan. Additionally, I find it strange that narratively, he's the main villain and not Chiyo, since he seems to depend on Chiyo's dark magic a lot more than she depends on him. I assume she struck a deal with him so that he would allow her to turn any of his political enemies into zombies, but I guess we'll never know. [h2]Gameplay[/h2] All moral choices usually come with their own bonuses, such as passive stat boosts. However, the second choice in the game seems to be weighted too heavily in favor of the light path IMO, since it cuts the price of the crystals to a more manageable level. Taking the dark choice here actually increases the difficulty of the endgame because it takes much longer to farm the items that Haruki needs to use attack magic. IMO, if a moral choice is going to outright function as a [i]difficulty setting[/i], the player should at least receive a hint about it. For overall combat balance, the game essentially makes both allies and enemies fairly tanky, resulting in a war of attrition where the player has to use their resources wisely. Player skills often come off as less impressive than enemy skills, since player characters don't have many AOE options, seem to have more limitations and costs than enemies who fight similarly, and lack ailment and damage-over-time skills. IMO, Tsuru is the least impressive combatant, since she mostly has weak but sustainable long-ranged attacks, a gimmicky stealing mechanic, and a lack of actual cool ninja skills like caltrops. There is also some RNG BS involved, since the game's accuracy formula errs too much on the side of evasion. I don't know if it's using the formula where accuracy above 100 doesn't help, but it needs to be adjusted due to how many physical skills have cooldowns or resource costs. There's also RNG involved in determining how long buffs and debuffs last, which makes no sense, especially if the player tries to wait out the self-debuff from Kenzou's AOE skill. Finally, the game decided to make the game's ailment healing item RNG as well, since it doesn't have a guaranteed chance of healing the ailments and it also has a chance of inflicting confusion. Going back to the second choice in the game, the economy of the game becomes really punishing if you choose the dark path, since the endgame enemy drops seem to be balanced around the expectation that the player obtained the discount. This means if the player is forced to hold back on using Haruki offensively on that route in order to "break even," making the battles much longer and more resource intensive. IMO, if the game really needs to have that choice, the endgame drops should at least be balanced around the harder choice to avoid a death spiral of dwindling resources. The idea is that the player shouldn't have to turn one of their characters into a complete brick just to break even with their resource gains and losses. To be fair, I've played at least one game with an even worse resource situation. The game has a system where there are in-game timers for growing herbs, brewing potions, and waiting for someone to mine crystals. However, the required time increases if players already have too much of those resources. This means the player will have to remember to backtrack every so often to the locations where all these items are being prepared. This is helped somewhat by the fast travel system in the first region of the game, but the second region doesn't have a fast travel system for some reason, which feels inconsistent. Speaking of travel mechanics, there is a neat, but underutilized feature where once you beat the first region, the world map representation of it can be walked through, allowing you to revisit specific places very quickly. The game has a New Game Plus, but it isn't necessarily easier, since the player starts at level 1 without the ability to fight random encounters. While this means the player won't have to waste resources on random fights, they won't be able to grind to learn skills earlier than normal. The upside is that the player gets to keep their equipment and consumables, which means it's advisable to accumulate a lot of resources on the first run and pick the light path for the second choice. Additionally, it looks like NG+ also increases levels automatically so that the party is evenly leveled with the mandatory enemies. Even then, I feel like some enemies are actually dying faster than on a first run. [h2]Other[/h2] I noticed that the battle music seems to be the same whether you're fighting a regular enemy or a boss. It's a minor nitpick, but I think the bosses should get a different theme and the final boss should get the best theme. Another minor nitpick is that the Twin Swords weapon doesn't actually change any of Yori's battle animations to use both swords. Personally, I think that would have been a good visual powerup, especially for his 4-hit skill. [h2]Verdict[/h2] 6/10 Overall, it's playable, but not particularly impressive in any category and there are some design choices that I disagree with. Fortunately for the dev's numbers, I still give recommended ratings if the game is at least a 6/10, since this means it at least has a few things going for it like the first region's world map mechanics. The moral of the story is that developers should never send me keys, since I may either forget I have the key or roast the game.
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