
A nostalgic top-down command RPG meets a loot-heavy hack-and-slash system. A fresh RPG experience that combines two beloved genres in a way you've never seen before.
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A nostalgic top-down command RPG meets a loot-heavy hack-and-slash system.
A fresh RPG experience that combines two beloved genres in a way you've never seen before.
Set off on a grand quest to defeat the Demon Lord, just like the RPGs of old.
Trek across wide fields, sail the seas, and battle monsters in lands unknown.
Explore dungeons, solve clever gimmicks, and uncover rare treasures.
Enjoy the intuitive gameplay and charm unique to top-down RPGs.
Adventure with a four-member party: the hero and three allies of your choosing.
Customize your team by selecting from eight distinct and colorful job classes.
As you level up, allocate stat and skill points freely to suit your strategy.
Train and strengthen your personalized hero party, and enjoy every battle to the fullest!
Use powerful skills like “Double Drop” to double your post-battle loot!
The thrill of unpredictable rewards turns every fight into a gamble.
That addicting, can’t-stop feeling will pull you deep into the hack-and-slash world.
Character designs by the renowned Yuji Himukai.
Meet charming characters and beautifully illustrated allies who join your journey.
Their presence adds color and excitement to your quest, making every moment more memorable.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese**languages with full audio support
Reviews
隠しダンジョン以外クリアしたのでレビュー 一言で言うとハクスラの3DダンジョンRPGを2Dにした感じ そうなると3Dダンジョンのダンジョンギミックの面白さが無いので 単調と言えばとても単調なので人を選ぶ だらだらとレベル上げをして喜びを感じる人向けではある ただ、職業の組み合わせや装備で俺TUEEEEEはできるので そう言ったものを求める人にはお勧め
どこか懐かしい感じのするRPGです。 序盤で敵を強くして難易度上げるアイテムが出てきまして、手ごたえを求めるなら持って行ってねって言われます。逆説的に持ってかないと手応えない難易度とも言えます。個人的には、初見から持っていくことをオススメします。
(Reviewed at about the halfway mark) Monkaru Fanta (Monkaru being a portmant of "Monster-treasure-hunting") is more of a reflection of, rather than authentic, traditional JRPG. I can't recomend this to EXPerience fans, nor traditional JRPG fans. I find myself at a loss of who this game is actually for. If you've played 7th Dragon or similar then you know exactly what you are getting here, but with a distinct Dragon Quest vibe. The classes are nearly identical to DQ3, with the exception that Heroes and Mages both get access to all 3 elements, while Priests get Light (Kyrie). There's a world map, some small dungeons, you get a boat and have to collect the "things". Everything is pretty small in scope, but encounters are dangerous and the encounter rate is high. Despite this, there is not much challenge. Combat is elemental based, and you see all weaknesses when targeting foes, and magic is not very diverse, so this reduces almost all choice every round to "pick the right element". There are not many options for buff/debuff, so everything comes down to dealing as much damage of the right element as you can each round. If you're familiar with Union skills from their other games, they exist in some form here too, but they wind up being less exciting - perhaps because their frequency of use is necessarily higher, and there is a very small variety. Adventuring is equally simple - the solution to dungeon puzzles are usually the first thing you can think of and won't slow you down. If general combat were easier, I would brush it off as being for newbies to the genre, but given the amount of necessary grind and high damage output of monsters I don't necessarily imagine that's the case. Maybe "baby's first hard-er RPG" is an apt description? I thought maybe the class system would have interesting depth, but the job change system is also equally uninteresting. By consuming a rare item, you can change anyone's class, keeping their current level and resetting their stat and skill points to default for the new class. Skills from the *prior* class can be re-purchased for 2 skill points (an expensive fee, considering your current class learns skills for free). In other words, you are purchasing a new skill set, and retiring your current selection, mixing and matching so long as you are willing to make the trade for the heavy loss of skill points. This seems backwards, and makes class changing worthless until you have an excess of skill points at high levels. Itemization, then? There is no crafting, unfortunately. Almost every battle will drop an item, with the occasional "hard" enemy guarunteeing a rare. Equipment is another shallow, ankle-deep system. Most enemies drop the same equipment, and most equipment does the same things. You are simply grinding for the "more stars" version of it to gain a few extra attack or magic points. I have not encountered any "unique" items or anything worth keeping when a higher defense item comes along, for instance. I purchase everything Experience makes, even if they seem mediocre, with the assumption that since I generally enjoy their takes on RPG mechanics, even an average game will be better in my eyes. Unfortunately most of what Experience games rely on - a tightly balanced class selection system, detailed itemization, and a strict magic set - is mostly broken here for no good reason. That said, it is charming and I find myself having fun despite itself. It's short so I'll likely finish it, since I paid full price for it, but I can't recommend it to people. Play it if you really love EXP, or if you are learning Japanese, since the script is small and easy to understand. Everyone else will likely not enjoy it.
UIがクソ おそらくテストプレイがされてない あとたっけぇ セール時1000円以下のときのみ検討でOKです エンカウント率多め だるいくらいに エンカウント抑制スキルもあるけどかなり短めだし、使うまでにメニュー開いてスキル選んで選択してと UIがほんとクソ オート戦闘もあるけど、毎回オート設定選ばされるのもクソ やっぱりUIがクソ 全力でボコる設定にしててもアタッカーがヒーラーを回復したりして全然サクサク倒せないのもクソ やっぱりこれテストプレイされてないっすよ先輩 もしくはゴッドモードでテストプレイしてないっすか? 装備購入時や倉庫から取り出すとき、今現在の装備との比較ができない 毎回逐一チェックしなきゃいけないのもクソだるい 装備にはエンチャント的なサブ効果が付くが、それはわざわざ別ウィンドウで見なきゃいけないのもクソ あと連れの女の子がやたら説明が多いわりに説明の中身がない アトラスゲーの右上が常にいて、さらにボタン送りが必要な感じ ただでさえうざいのに、スルーができず、ボタンを連打しなくてはいけない あと内容は相当子供向け でもストレスがたまる どこの誰に向けたゲームなのか不明
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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