
Kitsu's Destiny is a roguelite incremental RPG made in RPG Maker. It has a dynasty mechanic, the more damage you deal, the more Gold and Experience your get try again. You have equipment and boosts to purchase, and you get more powerful insignias as you go on. It's like speedrunning grinding!
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About
Kitsu's Destiny is a roguelite incremental RPG made in RPG Maker. It has a dynasty mechanic in which the more damage you deal to the Dark Lady, the more Gold and Experience your daughter gets to try and beat her again once you lose. You have weapons, armour and stat boosts to purchase, and the longer you take to beat her, the more powerful insignias you get which allow you extra attacks. It may be a grinding simulator, but you can win, it's all about how quick you can do it.
Features
Made in RPG Maker MZ.
Keep dying to the one boss until you win.
More damage = more exp and gold.
Yes you died, your daughter will take your place.
Holy crap, 25 years just went by?
It's like golf, lowest time playing wins.
But also there's shiny handmedowns.
They make you more powerful.
Oh, you beat the boss? Beat her again!
The numbers will go up forever!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
EXTREMELY half-baked. Neat concept but very, very shallow. I'd recommend something like half-minute hero instead.
This game is basically what the description says about it. It's pretty much a grinding simulator. You fight one enemy, die, and try again. You get more exp and money depending on how much damage you do before you die, which you can use to buy health potions, weapons, armor, and stat ups. It's a nice time killer if you like grinding type rpg maker games, but the price on the other hand I feel is a bit too expensive for this game.
Pretty cool concept but is no one going to question why my 500th generation of daughters still buys from the same old guy at the start.... Teach me your ways elder dude.
I like the idea and it's worth 1$ cost. But there is a lot of unbalancing and not so much content to upgrade. First of all I want to see the health bar of the Dark Lady, I want to know how long I have to beat her. I don't like this 'judgement' attack which takes all my health away in one hit so it's become dependent on rng a lot. I have best weapon/armor and ~Lv50 and still can't beat the first dark lady. I wish there will be an update with more content/upgrades and less random factors like 'judgement' ------------------------- Yeah, well, version 1.2 feels a bit much better. I played it much more now, so I have some another feedback for the game: 1) First of all, remove ANY evasion of the Dark Lady without 'blind debuff'. I hate to use my 50tp attack and see how it was missed. First of all it's an incremental rpg but not "hit luck random simulator". 2) It's fun to see how the 'judgement' attack became the weakest :D . But now 'confusion' is too OP, especially at late stage when your damage is equal to your hp. I think the good solution is to divide the attack of the player and the hp of the enemy by 10. 3) I'm at goddess run 5 now and I don't see any difference from run 2. How are bloodline artifacts are used and which stats they affect? The thing I love the most are stat buyables (like power up/life up etc) which persists through the rebirths. But I don't see anything that affect the xp and money gain. I would like to see it goes up faster with every new run (like +25% to xp and +10% to money gain per run) 4) I think there should be a bit more content. More difference between runs
Re:Zero simulator 10/die, respawn repeat.
The concept was a cool idea, but half of the things you could do (talk to the man and do anything with him) would break the game. It would either bring up a prompt that couldn't go away or would just freeze the game.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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