
Form Contracts with monsters and become The Paragon Summoner!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Saw charlie play this on youtube and decided to give it a go. Battles aren’t as long as they seemed in his playthrough. He was really unlucky and got the normal attack effectiveness decreased rule at the start of the battle. Twice from really unlikely odds. He also said that buffs didn’t do anything but his buff was nullified by the enemy's move when he played so yea. Overall, the art style is fun and consistent, battle music is phenomenal, characters are lively and likeable especially Edith. The game was more fun than I expected. Get it on a sale or something.
I get that there's very little traction in this game, so I'll leave this review for the developers so they can address the game's flaws. This game isn't worth $20. There's a bunch of flaws that keep it from being a stable game. I like the look and concept, but it's fairly unplayable at it's current state. When you're in your house (where you start) it's so painful to look at. I don't know what the problem is whether it's lag, or the camera trying to fix itself against the edge of the screen but there's something it's running into (This seems like the case), but it's like the game shakes constantly. Once you go outside, it gets better (still not completely gone though), but it's awful indoors. In the trailer, it shows it happening in other indoor sections as well. The text in the game is incredibly slow in some places, then it speeds up occasionally out of no where, only to go back to being slow again. Why? It's rough watching every word come out and not be able to speed up the text. I read fairly fast, so making me read something slowly is torture. Next thing is also something slow... It's battles! Oh my goodness!! It took me 16 turns to finish the first battle, and I barely won before running out of MP. It's incredibly unbalanced. I don't think any battle should take that long. With that, the text going slowly during the fight, and the attack having an animation that plays, this fight took me about 10 minutes. A little bit later, I was in a trainer battle that the enemy had a "summon" of a human? that was 2 levels higher than my dog. My dog proceeded to destroy him which made no sense after the first couple battles. It was level 8, my dog was level 6. After I demolished them, my dog then gained 3 levels, making it level 9 when the enemy wasn't even that high... What? I fought 3 long grueling battles and only gained one level earlier, then this happens. Still seems very unbalanced. The story doesn't seem very enticing either. Maybe it's because it happened out of no where and the dog can talk, or maybe it's because the game goes into more detail about eating dinner than it does what a summoner is, but it feels like it's bogus, and it ruins the immersion. Like earlier when I was discussing the indoors issue, the camera is locked. It moves around to show you if there's something in the way, but it's very jerky. It wigs out if you go around a building or a corner, and you can't spin the camera even though you have to go south a lot. The collision with the assets are hit and miss. At the farm, you can walk through supposed solid objects, but the smoothing of the land walking upstairs makes it so you can't walk up to the platform unless you find the sweet spot. This doesn't feel at all polished and it's like you didn't even check the game for bugs. Lastly, the reason why I quit instead of giving it a full hour like I normally try to do: the game uses your character telling you that you can't go in a direction as a blockade to other areas by saying it's either too scary or not your current task... okay, sure, it's a linear game that makes you go home over and over. The problem I have is that when it does this; if you were holding the button to move when the character runs into the "blockade"... which you 100% of the time are, your character keeps going for either a second, or doesn't stop even when you leave that text. This doesn't seem bad until you realize your character just passed the point of the obstacle, and now you're softlocked while the game continues. You're locked either running straight forever into whatever wall you reach, or you're stuck standing where it stopped you, unable to do anything. This is a major bug that caused me to revert to my last save, which was literally like 2 minutes before that, but this happens every time you try to go somewhere you aren't supposed to go. I just didn't care enough to continue to find bugs for a janky game. I don't feel like you should be charging anyone for this game... it honestly feels like you should pay people to test your game so it could get better with some work done to it. I don't expect anything to be fixed since this is over two years old and there hasn't been an update in over two years, but maybe this will help people not make the same mistake as I did by buying this
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A charmingly ambitious indie game but it is unfortunately held back by inconsistent quality and lack of polish. The game's performance is suitable in open areas, but abhorrent in buildings; dropping to 15 FPS in the starting house and crashing the first time I launched and got past the initial dialogue. The narrative takes a while to get to the adventure, starting with a series of trivial tasks preparing for Gemini's birthday which require you to go between the town and home a few times. There is no skip button, so dialogue can feel slow if you read quickly or need to replay a section. There is one little peeve I have where it said to go to a forest in the South, but the actual objective was on a plateau to the West. A nice touch is the quest objective UI which helps the player keep track of what to do. The level design relies on giant walls and nonsensical fencing to corral the player through a lot of areas and makes what would otherwise be a nice field feel claustrophobic and unnatural. The minimap is a bit of a crutch for the aforementioned level design. Since you cannot turn the camera, various obstacles will obscure the view or nudge the camera. The only bug I encountered was during combat; my creature had 4 mp left and the move I was trying to use, Stone Hurl, costs 4 mp; instead of using the last of my mp, it behaved as though I did not have enough mp to use the ability. I assume this is a logical error where instead of "if ( mpCost <= monster.mp )", it uses "if ( mpCost < monster.mp )". BG Audio does not use seamless loops, so there is a noticeable gap when it restarts and footsteps don't always match the animation. The game does include some basic audio settings. The visual style is wildly inconsistent and simply serves to get the job done. The art style swaps between using flat colours and detailed textures, feeling like a bunch of assets mashed together. Edith's character portrait randomly changes styles after the first time you interact with them. Attack animations are pretty basic and uninteresting. There's also this funky little thing when the character blinks their eye pokes through the mesh which I found amusing. The drawn chibi portraits are really cute but feel out of place juxtaposed to the character models. The UI is functional but heavily relies on text which isn't always relevant and adds some clutter that could be simplified with more clever use of colour coding and icons. The attack descriptions are not ideal for determining which one to use in combat. Had the scope of this game been a lot smaller, I feel like the dev could have spent more time adding juice to make the user experience much nicer. If you're in the mood for a humble creature capture adventure, I can recommend it on sale.
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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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