
Wathitdew Record™ present a new turn based arcade fighting game featuring four universes from Wathitdew™ Game Studio franchises! The characters from : Adventure Field™, PROJECT : KNIGHT™, Aeternum Quest™ and Shadow Fear™ Path to Insanity are waiting for you to join the battle!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
A nice little game we have here! As I played some of whatitdew games in the past, it was a real treat to see all of those characters and areas make a comeback. In itself the battles are pretty repetitive, but the adventure mode is enough refreshing to keep playing. I love that we can play as the bosses! It is worth playing if you like the concept! 7/10 for me! ;D
It's... a unique concept lol. I must admit that the battle theme is phenomenal, and I can't see how someone would see the demonstration video on the store page and be disappointed after actually buying it. But unfortunately... I have to opine that it's just as flawed as it sounds. While there are certainly some turn based rpg-like games that have managed to gain a competitive multiplayer following (competitive pokemon and any multiplayer collectible card-based game spring to mind), the key difference separating them from this game is that this game makes almost no attempt to incentivize any strategy besides a pure damage race. For example, AF4 characters such as Edrian have status moves, but they take up so much mp, have such a high chance of doing nothing, and are in effect for such a short time that they're obviously not worth it. Even elemental effectiveness isn't at play here, which makes the fact that the Adventure Field Heroes each have multiple elemental variants of the exact same move quite puzzling. It can be mildly interesting to wonder if doing more damage now or wasting less time reloading mp is worth it, but not enough to keep the whole experience worthwhile. (and if you're playing as Lonely Knight or Dark Knight, even this aspect of the game isn't present) The tedium is exacerbated by the fact that there's no way to manually quit classic mode or boss rush without losing progress since the last save, meaning that in order to avoid losing in game currency, you have to either get KOed or successfully complete the mode (which in classic mode's case isn't difficult, just takes too long). the game does have a campaign mode, but that is in crucial need of a "save anywhere" feature, as checkpoints are sparse. To say nothing of the fact that there isn't any character progression or customization, which is generally a huge part of what makes regular jrpgs engaging, and without them, the dungeon crawling and unthreatening enemy encounters of Adventure Mode are nothing more than a chore. One charitable thing I'll say about Classic mode is that it's nice that non-boss opponents don't heal themselves, even if it does make their fights even more of a cakewalk. All in all, while it's entirely possible that those familiar with Wathitdew's other works might get a kick out of this crossover, the gameplay at its core leaves a lot to be desired. If a WRGSBF2 ever comes to fruition, I hope it'll learn from these mistakes and I'll have more positive things to say about it.
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