
Complete fast turn-based battles in any order you like as you rise to the top in a psychic battle arena on the moon.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
A quick, lightweight SRPG with interesting mechanics, humorous writing, and a pleasant and synergetic aesthetic. It's clear that the developer has a great love for the tactical rpg genre. The design of Juno 06 attempts to address many aspects and quirks that have become mainstays in games such as Fire Emblem. These include things such as: 1. Maps are often turn limited or have enemies that scale in power every phase to discourages hyper-safe, turtling strategies. 2. Besides a select number of equipment, most chance operations are eliminated with enemies guaranteed to attack the closest ally, allowing enemy phase to be completely planned for. This focuses the game more on the planning, puzzle-like nature of the genre. 3. Permadeath does not exist, so players don't have to reset entire maps or save scum stages, though losing units still punishes the player in various other difficult ways. 4. Levels for characters restart at every stage, which eliminates most unit grinding. All in all, the gameplay offers many refreshing takes on the SRPG genre, though there are some issues. Firstly, because the game has a non-linear stage order, difficulty scaling is a little odd, and in my experience drops off towards the late game, even on harder difficulties, as you accrue more powerful equipment. During my playthrough, I felt like the game was quite challenging (and rewarding) at the start when you only had a few units, but once you expanded your roster, later game fights that felt like they should've been very climactic, tense battles were cleared with relative ease, which was a tad disappointing sometimes. Also, going a little against my 4th point, it's possible to clear 90% of the maps with a single particular unit, though this does offer some other different challenges which might not make this the most appealing option for many players. Finally, I think the game could've benefited from a greater diversity in map design and win conditions. Most stages are relatively open areas with a couple of walls or islands, and I think stages with more unique environment or shape could've put more focus on positioning and made gameplay more interesting. Win conditions are either route the enemy, defeat the boss, or route the enemy under a certain number of turns, and it could've been cool to have different conditions such as defend, escape, or escort to once again encourage different gameplay styles or strategy. The writing for the game is enjoyable. While neither the plot nor the characters experience any crazy development or change over the story, the game itself doesn't take itself very seriously, so most of the joy is from seeing the characters interact. Towards the later parts of the story, I felt like a couple of points were resolved or wrapped up a little quickly, some plot points were rushed, and things brushed aside or dropped without adequate or satisfying explanation. To me, the story aspects sort of serve as a motivator and bonus for playing the maps, and you'll like characters for their designs and personalities, but don't expected to be super emotionally compelled by any personal struggles or character arcs. One concrete thing that would've been nice I think would have been more epilogues for other minor characters after the main story ended. I'd say the art and music direction are the strongest parts of the game. The developer has a very unique style and the environments and characters all have a lot of charm, while the music provides a very specific MIDI Pokémon Diamond and Pearl DS era soundfont aesthetic, which I think fits the game well. I do think maybe some CGs, renders, or animations of important scenes could have made the game even more visually attractive, but overall the presentation is very enjoyable. The music is pretty groovy for the stages, and I'd say that there could've been more tracks that tie in with story points, but again the story didn't fluctuate too much emotionally to require any more dedicated tracks. Finally, some things regarding quality of life probably could be improved. The controls on the map are mostly mouse based, and while once you get used to them it streamlines gameplay and allows you to play very quickly, at the start it can be easy to accidentally misclick or do actions don't intend. A way to restart stages besides just loading an old save would also be nice, but because load times are so quick with the game it's hardly a problem. The game at times has some minor bugs or graphical glitches, but the it's constantly being patched by the dev and most of these are hardly noticeable. Overall, I'd say it's a game for fans of SRPGs who also want the bonus of some cute characters and catchy music. The story doesn't pack too much of a punch, but the levity and actual concrete writing bring enough humor to offset that so you still enjoy reading the dialogue. There are issues, but as a game by a small indie developer, it clear that a lot of love was put into making this. Juno 06 through its art, music, and gameplay capture a very specific aesthetic very well; I'd say that there was a very clear artistic vision of the specific vibes the game was supposed to give off, and it certainly succeeds in doing this. My recommendation is: if you like SRPGS, or you just like the aesthetic, pick up the game if it's on sale.
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Hours played at review time, across 22 reviews with recorded playtime.
game good and the art satisfies my lobotomy corporation needs
元々ターン制ストラテジーゲームを探している時に偶然目に入り、「丁度割引されているし、手ごろな価格だから良いだろう」と購入したのですが、ある程度プレイした現在では実際に正しい判断だったと思います。 極めてシンプルではあるのですがそれがかえって奥深さを生むSRPGにほんのりリズムゲーム的な要素と継続してユニットを撃破或いはダメージを与える事で得られるコンボによる恩恵の要素が加えられた作品です。各システムが非常に分かり易くコンパクトに纏められているのでチュートリアルを一通りこなせば基本的な部分はすぐに理解できる筈です。各マップは中々作りこまれていて案外やりごたえがあります。ユニットのレベルはマップごとにリセットされるのでレベリングを気にする必要はありません。ストーリー自体のシンプルさもゲームシステムのシンプルさと上手く噛み合っていて落ち着いていて爽やかな気持ちでプレイできます。 実際の所は、私がこのゲームに引かれた本当の理由はグラフィックです。明るい色使いでまとまっていて、イラストのタッチも可愛らしくて私は好きです。ゲームのランチャーからデベロッパーのWebサイトにも飛べるので、そこでイラストもいくらか見る事が出来ます。又、イベントシーン及びマップで使用されているBGMも非常に魅力的です。DLCとしてサウンドトラックも配信されているので併せて購入するのがお勧めです。 簡潔にまとめるとシンプルながらも奥深く可愛いグラフィックで良質サントラもある軽い気分でプレイできる良作といった感じです。
The very fun and heartwarming story of a girl and her cat, featuring Marble.
Played the first game and loved it and this one seems to be even better. Keep up the great work.
I honestly bought this game not knowing what to expect at all, yet I got a form of turn based gameplay that's almost completely new (to me) but despite that it is engaging, wonderful music, surprisingly competent writing with decent humor, very good art design and visuals and good length for it's price (I haven't finished yet and from what I can tell it's much longer).
전작 못지않게 깔끔하게 마무리된 명작. 전작의 시스템에서 그치지 않고 일반유닛제 폐지를 동반한 네임드 캐릭터 다수 투입, 레벨제 도입, 압도적으로 증가한 문장량 등 제작자께서 신선함과 밸런스를 잡기 위한 다양한 시도를 하신 게 보입니다. 특히 세계관 연결을 할 때 실수하기 쉬운 부분을 무사히 넘어갔다는 점에서 점수를 더 드립니다. 다만 아쉬운 점이 있다면 비선형식 구조라서 외야가 말을 많이 하기 어려운 상황인지라 절대무적살육탱탱볼&창잡이 콤비가 말을 많이 안 한 게 좀 아쉽네요.
Nice quick-paced tactic game. It also has pretty cute sprites and funny writing in it. I've enjoyed it a lot.
I had a blast playing this. This game is quite unique in that you're allowed to choose the order of areas to go through. It's very nice since if you're ever struggling with a map, you can just go somewhere else and try again after you have a stronger team. My favorite unit was Marble. As I love units that get stronger throughout a map, using her is a blast. I beaten this game on hard mode and I must say the 1st half of the game is interesting in working with limited resources. It was quite brutal, felt like I was playing Dark Souls, how quickly my units can be ragdolled around if I'm not careful. Meanwhile the 2nd half allows a lot of combinations with all the extra tools and units in your arsenal. I like the funny cat in the dialogue even though it didn't really suit my aggressive playstyle. Quite a fun game overall for certain.
Played the game twice, before and after the change to tile-based movement. Never played a game like this before, so was unexpected to find it quite engaging. Loved manipulating opponent counterattacks and the entire leveling system. It took a while to get the timing on clicks right, but I eventually got it down. Other things to note: - Great illustrations - Amazing music (especially boss stages) - Funny and compelling storyline - Solid progression: Never felt particularly stuck on any part of the game, and the learning curve is quite forgiving - Balance: Creator seems to address balance issues reliably and did not feel that certain classes were outright better than others. - Planning: Used to have issues with planning due to somewhat inaccurate movement/attack ranges, but has been fixed with the new tile system. Also, creator still puts out great updates. The recent (December 2024) updates have resolved most of my minor grievances with gameplay. Would highly recommend this game, even to people new to this genre.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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