Genre: Turn-based RPG
Summary: Will, an average teenager, lived a peaceful life in Serene Town until a regiment of the Opress army, led by a witch named Xen, subjugates his hometown and turns him into a girl. After awakening from his transformation, Will sets off in pursuit of Xen to restore his body to its rightful gender.
- You can play one-handed with a mouse, however, moving around feels slow and clunky.
- The encounter rate is moderate.
- Status effects work on bosses, too bad you only get one and it's during late game.
- There's a slight variation to the ending based on if you attack Dusan or not.
- The music is alright.
- The sprites and character portraits are decent.
- The side quests are alright but they have almost no relation to the story.
- The tutorial is decent but it doesn't explain everything.
- You can grind for experience in the Academy; however, outside of levelling up for skills, character levels have little impact on the game's difficulty.
- The gameplay consists of a turn-based battle system without any frills or depth; you can brute force random encounters by mashing attack and bosses with strong weaponry and attack skills.
- Battles are slow and there's no means of increasing battle speed.
- Money is a huge issue, due to the cost of equipment, which imbalances the game; side quests reward the player with low amounts of money and earning gold from battle is rare, even then, the amount found is a pittance (5 to 50 gold).
- Gameplay mechanics are inconsistent and features, such as being able to open crates, examine items, in-battle status effects, and etc; the game plays like the developer learned to make the game on the fly and didn't go back to fix things.
- The enemies are not balanced; the enemies found upon leaving the starting town inflict about 60-70% of Will's health and you're once again fighting enemies from the beginning 2 hours in.
- The game uses the same sprites for decor and interactibles.
- There's no option for running in towns or on the world map (the zeppelin is fast though).
- Most of the advice for plot progression is vague or non-existent.
- The writing is bland, there are numerous grammar mistakes, plot events are spontaneous, and there are many cutscenes that don't advance the plot or develop character.
- The story itself is terrible; the protagonist turning into a girl is more of a gimmick for off-hand jokes than a plot device and the ending is abrupt, doesn't resolve the overall conflict, and lacks an epilogue.
- The characters are underdeveloped and a majority of the major characters don't contribute to the overall plot; the party members join for no good reason and simply decide to stick around.
- The game doesn't lock or remove side quests by checking the player's progression or using obstacles; results in Zahra making an early appearance and a second Emery in the oasis.
- There are too many empty buildings, sequences of empty maps, locked doors, and useless NPCs.
- The dungeon with the forest maze is terrible. Every chest in the maze dungeon is a mimic, the mimics also give no experience or items, and you can avoid the pseudo-boss.
- In the dungeon that involves chasing a catgirl, the developer has her always appear in a map opposite the direction that she ran off.
- You can't use healing items in battle and you can't use healing spells outside of battle.
- During battle, there are no confirmation time in-between actions, which cause the player to select Attack by accident.
- There's no cursor memory outside of the skills menu.
- There's no option menu; there's no key config.
- There are warp panels and an escape rope early on that suggest their use but actually lead to nowhere or detract from the player's progression.
- The game assumes less of the player by providing hints for obvious puzzles; you don't need hints for rooms with only one or two interactable objects.
- It feels counter-intuitive for food to heal HP and drink MP, in consideration they are the main health items.
- Many of the plot events that involve dungeons lack exit warps and force the player to backtrack to leave.
- Cutscenes don't use fade outs when characters exit the screen, you have to watch them slowly leave.
- Early in the game, there's a time-consuming side quest that allows the player to grind money, which is a game breaker but let finish this game faster. It doesn't help the player's rhythm that the side quest's NPC makes the same crafting SFX.
- The game includes an abrupt McGuffin quest as its finale.
- Occasionally, the game launches Big Picture Mode on start-up.
- The maid you have to look for in the Academy side quest is the only female not using a maid sprite.
- The game reduces the player's walk speed inside a pantry but not on vines or ladders.
- Sprites for sleeping characters are just characters facing their back to the screen.
- Don't make the solution to a puzzle a cultural reference, not everyone is familiar with the Jackson 5.
Any first game a person makes will have flaws, however, be critical with your product if you're going to sell said game at $7.99. You can cobble together a shoddy game for self-satisfaction or learning, but release it as freeware and keep it off the market.