The horribly toxic Swamp King has risen once again! Gather your party and set out on an open world, retro-styled, RPG adventure. Powerful mystical artifacts are scattered about the world, each able to grant you new powers. Which will you choose? What is your destiny?
User reviews:
Mostly Positive (56 reviews) - 78% of the 56 user reviews for this game are positive.
Release Date: May 19, 2015

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“If you’re big into classic JRPG games, then this is a no-brainer.”
8/10 – Gamer Headlines

“Ultimately, morality among the pixels is what you make of it.”
RPG Gamer

About This Game

The ultimate mix of classic aesthetics and modern open world RPG!

Welcome to a truly open world RPG. Travel the world in the way you want, taking on the challenges you deem worthy of your time. Travel by blimp, artifact or by foot, and discover a vast world rich with characters, civilizations, monsters and adventure.
Take on quests the way you want to. Every quest has multiple ways to complete it, and the choices you make always have repercussions. Will you save the girl about to be sacrificed to the village fire god, or will you let her burn because it's not worth your time?

No matter what decision you make, there are always consequences. Your adventure begins with 1 of 3 choices that drastically change the flow of the entire game:
  • Freely fly around the world. (Airship)
  • Receive a special power. (Artifact)
  • Unlock the mysteries of the world. (Key of Time)
Everything you do determines which of over 70 endings you will get.
This is the truly the perfect definition of an open-world adventure... an Artifact Adventure!


Choose from 6 different classes and form a 4 character party for your adventure!

Considered the cornerstone of any team, the warrior has high HP and Defense, and is able to wear heavy armor. Their stats make them perfect for new players.

Skilled with a bow and armed with extensive medical knowledge, the hermit is also the fastest class among the six classes available.

Possessing more intelligence and MP than any other class, the Shaman makes for a powerful magical ally. They're also capable of casting unusual spells with their staves.

Skilled in the martial arts, the Monk is a perfect choice for dealing quick damage to enemies. They also have a chance of attacking twice in a single turn when fighting bare-fisted.

Able to fight using their dreams and equip any armor in the game, the Dreamer is capable of doing everything...and nothing.

Blessed with both strong attacks and high intelligence, the Explorer is a hybrid class known for wielding a very special gun.

System Requirements

    • OS: WindowsXP Vista 7
    • Storage: 30 MB available space
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Mostly Positive (56 reviews)
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Most Helpful Reviews  Overall
120 of 134 people (90%) found this review helpful
4 people found this review funny
103.8 hrs on record
Posted: June 11, 2015
There probably isn't much I can say that hasn't been said already by someone else.

Don't buy this game if you hate old school style RPGs.
Don't buy this game if you want or need an instruction manual.
Don't buy this game if NES style graphics and sound bother you.
Don't buy this game if you feel the need to "have all the things" in one save file.
Don't buy this game if you hate choices that actually have a little impact on your game.
There is nothing wrong with having preferences for the above mentioned things. Just don't torture yourself if you do.

If you are looking for a simple RPG that rewards experimentation and has a lot of replayability then give it a try. For me it was worth it just to play a game where the "bad guy" choices actually have decent rewards. It's nice to play a game labeled as an RPG that has some actual Role Playing.
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53 of 61 people (87%) found this review helpful
2 people found this review funny
3.5 hrs on record
Posted: June 1, 2015
As of this review I've played about 6 hours on the non-steam version and haven't beaten the game yet, so please keep that in mind.

The first thing to know is that this game is meant to be replayed in order to find different routes and equipment. I would expect every run to be at least over 6 hours if you attempt to complete every quest you come across. It is immediately apparent that the game expects you to experiment due to having complete control over party composition and what the starting gift is. The starting gifts vary from stat boosts, to an airship, to a key to access temples throughout the world. This first choice significantly impacts how you play the rest of the game since temples would give you quick travel points and treasure while an airship give complete freedom in travel. This first choice lets you know what the rest of the game will be like, to make one of multiple choices that will permanently prevent other choices. Each game is associated with a specific save slot, so it isn't possible to have multiple saves associated with different choices made my the same game session.

The game itself is pretty standard, you move between towns and dungeons to prepare your party for the final boss. Battles are simple and involve attacking, defending, casting spells and using items. From what I've seen so far every battle will be more or less the same outside of the scale of how much damage is being exchanged. The spells that your party can use are entirely dependent on which artifacts you've found and who it has been assigned to, I haven't encountered a situation where a party member learned as skill after leveling up.

I cannot recommend this game if what you're looking for is a complicated story with realistic characters. None of your party members have any dialogue and there doesn't seem to be any reoccurring characters throughout the game. What story you do get is periodic exposition if you get the key of time. However, I find the situations and events which occur while completing quests to be satisfying in providing the game with character. One moment I've wiping out a town of Deep Ones, the next I'm learning to speak crab.

Difficulty-wise it is fairly unforgiving to those that are unprepared or inexperienced. Poison status will last until it has been cured or the character dies, so it is important to always have antidote available. It is possible to permanently lose 3/4 of your party early in the game by accidentally selling them into slavery. Fight enemies that are too strong and they'll have multiple actions each turn.

Overall, this game is for someone who wants a game in the old JRPG style. Equipment, spells and quests are all you'll find, but that's enough to have fun.

Features that are absent:
Quest log
Multiple saves for the same party
Ranged weapons with unlimited ammo
Detailed artifact descriptions before you permanently bind an artifact to a party member
Animations for spells

Features that are present:
Palette swapped enemies
Ambiguous morality choices
AI which heals too often, but can't use items
Limited inventory slots per character
Manually initiating boss fights

If you do get the game, one thing to keep in mind is Q and W since these are the keys for switching which character is active. This will let you easily swap character when binding an artifact and moving between characters in menus.
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38 of 40 people (95%) found this review helpful
2 people found this review funny
51.1 hrs on record
Posted: August 21, 2015
Aesthetics: Nostalgic!
This game's sound design and appearance, right down to the layout of the battle screen, give it an 8-bit feel, reminiscent of the early Dragon Quest (Dragon Warrior) games. The battle music is particularly good; it will get stuck in your head!

Narrative: Simple and Many
While the game has one overall objective of defeating the Swamp King, there's no "main" plot line. There are many little side stories. Some of the quests present the player with moral choices; a couple of these really made me stop and think.

Gameplay: Addictive!
Throughout the game, Artifact Adventure is strong on exploration and player choice. This starts at the beginning of the game, when you pick your party members' classes (similar to Final Fantasy I) and choose one of three gifts the King offers. The vast majority of the quests from there on out are optional yet provide significant benefits, and many of these quests have differing outcomes depending on how you choose to handle them. Since a party member of any class can accept any Artifact and learn a skill from it, there are many possible ways to allocate skills. Thanks to all the possibilities, this game is good for many hours of play and several replays.

Flaws: Some failures to communicate
While most of the dialogue is translated well, there are occasional errors that can cause confusion. Directions are sometimes wrong: take any reference to "west" with a grain of salt. Also, the game lacks a tutorial, so I'll provide a few pointers below...

Helpful Hints:
  • Alt+Enter: Toggle full screen mode
  • Q and W keys: Cycle through the party while walking around or in a menu. This is especially important while collecting Artifacts, as an Artifact always binds to the person currently leading the party.
  • Blue Artifacts cost MP; orange Artifacts do not. If a non-spellcasting class ends up with an Artifact that costs MP, it's not a complete waste. You can boost that character's max MP using elixirs, so that he can use it occasionally. Or if you prefer, you can return to your last save via the title screen.
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36 of 51 people (71%) found this review helpful
2 people found this review funny
0.1 hrs on record
Posted: June 1, 2015
I should point out that I bought this game through the Playism website and got my Steam key when it came out (while my profile says I have 0.1 hours on file my non-Steam game is 4 hours in at the time of this review).

This game is awesome. I started playing it in hour long sessions because of time constraints and I always look forward to going back to it.

You should know that this game is old school hard but also fair. Dragon Warrior was a hard game but if you stocked up on healing items, equipped yourself with the best equipment you can find, and knew your limits – you could make it through no problem. Artifact Adventure follows this same kind of philosophy -- there are no cheap tricks.

It does use random battles but the encounter rate is manageable. I have failed to run from battles but I find that more often then not, I can run.

The game does not hold your hand. There is no quest log and sometimes you discover something and there's no way to know what it is. What I absolutely love about this game is that you are rewarded well for exploring. If there's one thing that I hate from RPGs is going through a detour only to find an antidote that you'll never use. No, this game gives you much needed gold, new equipment, and some new powers.

The music reminds me of Dragon Warrior, the graphics feel just right, and piloting an airship from the get-go is just so cool. I can't believe that I have never seen a jRPG with an open world because it seems like a concept that should have been done before (especially with the popularity of series like the Elder Scrolls or The Witcher).

The game is broken down in chunks that don't consume too much time. So far I can finish a dungeon in 15-20 minutes while fighting most random battles.

My main gripe with the game is that certain elements were not translated really well. Artifacts aren't always clear so you're never sure what you're assigning to your character. I have given a MP consuming spell to my warrior class (a class with no MP) thinking I was giving him a DEF boost.

I definitely recommend this game and invite you to take a peek at my Let's Play series of the game to get an idea of what it's like:
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16 of 18 people (89%) found this review helpful
23.6 hrs on record
Posted: January 28
Artifact Adventure actually manages to capture some of the best parts about retro RPGs without just being a sensless appeal to nostalgia. There are some definite issues with the game, most of which are related to the UI, but overall the game is both novel and engaging, and it's reasonable price tag makes its less appealing elements more forgivable.

It's certainly not for those who want a lot of story; the story largely exists to serve the gameplay as well as occasionally giving the player quests that are essentially short ethics thought exercises. It's nothing particularly complicated, but it is interesting, particularly because the scenarios aren't totally hamhanded or arbitrarily devided into "good option" and "evil option". Not to say it's perfect or deep - but it can lead to engaging and occasionally mildly disturbing results.

If you enjoy NES-era Final Fantasy and Dragon Quest games then you'll likely have a good time; to be more specific it almost feels like a mix of the experimental vibe of Final Fantasy II with Dragon Quest III's large world and flexible party setups set loose in a non-linear world with some consquences that can actually be noticed.
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9 of 9 people (100%) found this review helpful
68.9 hrs on record
Posted: May 22
In a sentence this game is about old-school RPG gameplay. There's power gaming, story, and lots of replayability. You control 4 schmucksor just 1 and a wad of dirty slaver cashon a quest to slay the Swamp King and halt the creeping poison from consuming the world. There are many quests and moral dilemmas you will face as you rise to be the heros the world deserves, but history is never silent; are your swords, fists, and guns good enough to remain pure?

I highly recommend this game if you like J/RPGS. That being said, here's some more details and greivances:

  • There's 3 primary paths that will give power gamers a lot of variation in playstyle: Airship, Key of Light, and 4 artifacts that each have an associated skill & stat boost. In all honesty the stat boost path is boring, the only nice thing about it is the literature spell which can be very satisfying way of wiping out an encounter or boss. The Key of Time opens paths otherwise unavailable to the player and follows along with a more linear path than the airship.

    Holy jar goblins Batman! Let me tell you about the beauty that is the airship

    The airship can be acquired within 3 minutes of starting a new game with no difficulty whatsoever and it appeals to the power gamer more than every other option. It stops encounters, takes you all over the world (outside of a few areas that are related to a quest that you can't land on sort of deal), and gives you access to far more power far more quickly than the other options. With clever planning you can even weasel your way to level 10-13 and over 200,000 gold, soaring all around the world completing quests at theheavyexpense of the NPCs in a little under 30 minutes. Every quest is open to you (outside of tiered quests with 1-2 prerequisite quests) as soon as you start the game. It is without a doubt what every power gamer would be questing for hours on end for and the King is ready for you to take it without even slaying a slime Mite. I love the airship.

  • The game has a couple of classes, but a Warrior and Mage Shaman form the core of every easier to play party. The warrior is the most expensive, requiring gold to get the most out of his tankiness. I believe that the enemies target the party members towards the front more often, which is why you want him looking shiny. The Wizard Shaman goes in the back as he is the best healer and spell caster. No spells are learned by leveling up, only stats are gained, and you have to get artifacts which are only teachable to one character and then they're gone. So make sure you don't accidentally teach your Warrior that super powerful spell that you really need to beat a boss or you'll have wasted that resource forever unless you saved recently. The other classes include Explorer who's special ability is to be good with guns, the ArcherHermit who's ability is to be able to use bows, Monk who's is to be able to take double rounds of attacking along with critting more often but is better without a weapon. Finally, there's Red Magesincorrectly translated for some reason the developer wanted to call them dreamerwho are what you expect with their only special ability being universal compatibility with equipment.

    I personally prefer a Warrior, Monk, Hermit, Shaman setup. I've seen people recommend playing with 2 Warrior + 2 Shaman, but you will waste a lot of equipment that way since the warriors won't make use of any bows/guns/lighter armor while the Shaman will have difficulty until later in the game when you have more spells that you have picked up along with equipment as Shaman equipment isn't often came by, leaving them prone to getting randomly focused down by encounters. If you were to do a solo run I would recommend the Monk or Dreamer, but I don't really recommend you do a solo run as the game was not designed with that much in thoughbut you can make some mad bucks doing so.

  • Progression is very clear and laid out but it's also laid out in such a way that you've got options. You don't have to find every quest, but you'll want to do at least a few around every area so that you aren't struggling against the grind. While the game isn't especially grindy it does punish death harshly (and oddly). Warriors cost far more to resurrectwhich is also why having 1 warrior is nice to not have to foot a huge bill to the Witch Doctorthan other classes for some reason, and resurrecting costs big time after you've got a few levels on you. This is one of the most frustrating things about the game as you're first playing; you don't know where to go, what to fight, how to fight well, and what you do know to fight takes 15 minutes to safely level up on. On top of that there are no classes that start out with a heal so you will soon learn to stockpile on herbs until you find your first healing artifactyou did take at least 1 class with some MP...right?. Once you make it to about level 15 or so the cost of reviving becomes quite low and there are 2 revive spells along with an artifact that will revive a second character if your party wipes, which greatly alleviates this pain. Still, I found this incredibly annoying before I was able to avoid beginner deaths.

  • Quests come in the form of a few decisions that result in different rewards. Now some rewards are clearly better but aren't available to compare until you actually make the decision and end up with an item or artifact that you would have rather traded in for the other. While you can keep playing with it and try to roll with the punches it gets a little bit too rough if you haven't geared up your warrior in a while and really need a new sword only to be given a gun when you have no explorer. Quests also give a little amount of experience but it's really all about the rewards. At the end of the game you get to see a different ending depending on your decisions for each quest, only a few have a single outcome. Also, there's no quest log so you gotta make sure you commit the information to memory.

  • Combat is about being prepared, not so much being smart. Some enemies have type resistances and the auto-fight option is quite stupid at times, but you will quickly realize what hits what harder. Bosses are not too hard if your party composition isn't terrible and you have a decent combination of levels, gear, and spells. That being said you need to get a non-item source of healing ASAP since there are no advanced healing items and herbs stop being very effective after level 5. Sometimes the enemies randomly target your backline and others they do nothing but hit your warrior. You'll want to have your warrior defend a lot later on in the game as you need to specialize each character's role in battle. Later in the game you will also be able to afford arrows and bullets more if you chose to take a bow or gun wielding character, but early in the game they're practically impossible to afford while not packing the bang for your buck.

  • Story wise the game is decent and pokes holes in traditional tropes of the genre while remaining faithful to the traditional RPG style of story like Dragon Quest and Final Fantasy. There's no overarching theme being pushed on the player that they are forced to adopt, but every consequence of your actions are visible, sometimes even only if after the end. You're best left to judge for yourself.

Other Stuff that annoyed me:
-NPC blocking
-Not being able to flee from encounters that I could wipe in 1 turn in auto
-Some encounters have terrible experience relative to how much damage the enemies deal/take
-Sometimes I don't get my stats restored when leveling up and I have no idea why
-Poison is too strong
-I've played this much and still find myself troubled to identify towns properly at times
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8 of 9 people (89%) found this review helpful
17.5 hrs on record
Posted: March 18
There's not much to it as far as depth and the story's about as engaging as Dragon Quest 1's, but it very accurately captures the look, feel and sound of an NES-era RPG -- even more than similar games like Breath of Death -- and is overall quite charming and nostalgic.

Update: Actually, the story ends up being surprisingly more interesting than I at first thought with the clever multi-path quests and the unique way the endings are handled. Not bad at all for a relatively barebones classic RPG.
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9 of 11 people (82%) found this review helpful
34.5 hrs on record
Posted: June 19, 2015
If you have a crippling fear of JRPGs, RPG Maker games, and/or a retro aesthetic, I wouldn't recommend AA for you. If you're still with me, read on.

I've seen AA described as an "open world jrpg" in the vein of Skyrim etc, and while it is more open ended than your Dragon Quests and Final Fantasies, there's no level scaling to speak of, so it's made linear in the same way DQ was; you cross a bridge, and a monster one shots you.

But taken just as a JRPG, it's a good one. The overall story set up is paper thin ("swamp king evil, go kill"), but there are all sorts of smaller stories as you progress through the game and help/hinder people, all of which is reflected in the ending you get.

The gameplay is substantial enough to sink your teeth into, but it's not too long. The dungeons are brief, never really longer than 15 minutes (which is good, because the only place you can save is the inn, and there's no quicksave). I didn't grind once -- I think I walked back and forth to trigger a battle for exp/gold approximately five to six times total in my play through. Progressing in this way the bosses had a decent ramp. Feeling challenging, but letting me beat them by changing tactics rather than grinding.

There are a few drawbacks. It's an RPG Maker game, which I've no problem with, but the underlying engine has some technical issues; the fullscreen mode has a low framerate on my machine, and controller binding is a bit of a mission.

You gain skills by collecting 'artifacts', rather than getting them by levelling up. When you encounter an artifact, it gives you a semi-cryptic speech about what it does, and you choose to whom you'll give it to. Most of the time this wasn't an issue, but it can lead to some suprises and loading your save if that artifact did something you didn't expect. Also, some of the dungeon layouts are not so great, with similar rooms joined by similar corridors.

So, if you can stomach NES era JRPGs, give AA a shot.
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9 of 12 people (75%) found this review helpful
32.5 hrs on record
Posted: June 4, 2015
The concept for this game is excellent. I love the idea of taking the traditional 8-bit RPG and giving it more meat and options. The fact that you can up your own difficulty level right away by trimming down your party is pretty clever, and I like the non-linear approach to the game.

Combat and magic-wise, if you've played the NES you know what to expect. Turn based, straightforward, a little grindy but that's not always a bad thing.

In addition, the dialogue is pretty well written. We have a good balance between typical RPG-trope prompts and hints, mixed in with some decent framing and a couple tongue-in-cheek jokes along the way. It's not mandatory to talk to every NPC, but I think it's worth your time.

Tons of different ways to approach the game and really just a pleasant trip down a memory lane you've never walked. If you enjoyed the RPGs of the 8 and 16 bit generations you'll have a good time here, and seven bucks is definitely a good price for this much re-playability.
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9 of 12 people (75%) found this review helpful
Not Recommended
6.2 hrs on record
Posted: July 27
One of a long line of Final Fantasy retries, and it has the same failings that pretty much all of them have, along with the same strong points. Strong points include an open world, LOTS of choices to make, and a combat system you'll either love or hate depending on how you feel about the old school Final Fantasy systems.

Weak points include awful balance, penalizing the player for not knowing what vague dialogue means (artifacts can't be exchanged between characters once acquired), and for me at least, I got rather bored of the game before I made it to the second boss. Almost all combat is best handled by just pushing the Auto(-Resolve) button and letting it play itself. No combat I encountered required any kind of thought or skill. Your mages will even cast the appropriate type of damage spell to maximize damage done against the targeted enemies! Though I did find my mage seemed to love casting the "dump all remaining MP into one big spell" spell quite a lot.

It's also worth noting that the game plays at its native, itty bitty resolution and doesn't have any kind of explanation of controls or what buttons do in the game. I actually had to use Google to find answers about how to run the game in full screen, how to change party members, and all kinds of other things. All of the in-game menus (accessed by pressing F1) are in Japanese.

I can't recommend this game at its asking price. I think it'd be a decent enough buy for a few bucks, but even the $7 I paid for it felt like far more than it's worth. It's not a bad game, but it's not really a GOOD game, either.
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Recently Posted
14.7 hrs
Posted: September 19
Really fun RPG. Tons of sidequests and meaningful choices to make. From what I've read, I'm almost done with the main story, but I would easily play this again to see the alternate paths I could of chosen and to try out some of the other classes. Definitley worth full price.
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7.3 hrs
Posted: September 13
It's a good game! Old-school RPG where you constantly feel like you're discovering new things about the world.
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89.6 hrs
Posted: September 5
Amazing game. A few minor bugs/glitches and slightly unclear game mechanics but an absolutely great example of an RPG.
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5.8 hrs
Posted: September 4
Solid indie game. Missing on a lot of instruction or options (sound plays super loud on my PC), and the gameplay isn't always intuitive. That aside, if you're looking for a retro-style RPG with tons of choice that tosses you in the deep end and let you discover a new (and surprisingly deep) world on your own, you can't go wrong, especially at this price.
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4.3 hrs
Posted: August 25
I am really frustrated because it doesn't work with the steam controller. Even when I map the buttons to the keyboard keys, it doesn't work. I can't get the back button to map, which makes combat pretty much impossible. I want to like this game, but playing with a controller is pretty important to me.
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Doot Doot
0.2 hrs
Posted: August 19
This game is not worth $7.79. There's no way to configure the sound settings (and the game is strangely loud), the dialogue is underwhelming at best, and after playing for roughly 20 minutes I came across several instances of bizzare design choices and perspective issues.

It's cool that it's an indie game and all, but I didn't enjoy it, and I would not recommend buying it.
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19.9 hrs
Posted: August 5
A retro RPG with decision-making.

Artifact adventure feels like the first Phantasy Star remade. It's the same type of combat, art style, and even gameplay, but with a completely different story and lore, and it stands out by constantly allowing you to decide the outcome of every situation, with real consequences in the game.

If you'd like to play an old-school RPG and make impactful decisions every 5 to 10 minutes, I suggest you pick this one up.
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0.9 hrs
Posted: July 27
Artifact Adventure is like an NES generation Final Fantasy with less restrictions on gameplay and even less content. You can get an airship almost immediately, and then use it to explore a world that is so repetitive you'll get lost. Artficat Adventure is like a linear game which lets you jump ahead, but all you'll accomplish is dying to the higher-level random encounters you'll find.

I do think that a very open-world RPG in this fashion could be amazing, but this game is simply not.
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Proven Paradox
6.5 hrs
Posted: July 23
The combat is too basic to allow tactics; it is generally just as good (and MUCH faster) to have the game auto-pilot your party every fight. If you are unable to win a fight, your only real option is to grind a few more levels.

Three of the six classes on hand are useless. Hermits are too flimsy to be rank 2 and bows require ammo which costs money and take up space in your AGGRESSIVELY tiny inventory; meanwhile their damage is only marginally better than a Warrior's. Monks don't get to wear armor and don't have much HP, so putting one in rank 2 means they're going to require a lot of healing to stay on their feet. I would rather have a second Warrior with a two handed weapon in rank 2 so they don't put so much pressure on the healer. The Dreamer trying to be good at everything means they're good at nothing; if you need more defense you'd be better with a second Warrior, if you need more damage you'd be better with an Explorer or Shaman. The game does not give you enough information to determine this until you're several hours into a game and noticing the one party member who isn't pulling his weight. Your only recourse at this point is to start completely over or deal with having a 3 man party.

The UI is awful. If someone is dead you need to bring them to the front to be revived in towns. If you come across an item that grants a spell in the field, you have to bring the person you want to have the spell to the front of your party. If you choose the wrong person you have to reset your game to correct the mistake. The game *does not tell you this*, so I expect several players are going to give the first spell they find to the party Warrior, who has 0 MP and never gains any more. If you want to turn the music/sound off or get out of full screen, you have to press F1 and blindly guess which option does what, as the menu is in Japanese. I knew only from playing other RPGMaker games. And even when you turn sound off, attacks sometimes make a loud CLICK sound still.

The game loves springing choices on you without giving you any context for the choice. Five seconds in, you have to choose between getting an Airship, some artifacts, or the Key of Time. You are given zero explanation for what the artifacts do or what the key unlocks until you've already gone beyond the point of no return. There is a dungeon where going one direction closes the other off permanently, with zero forewarning. I rage quit the game when I approached an item in a cave a *long* way from my previous save, and some NPC I've never seen before walked up and asked me to give him the item. I do not know what this item does, who this person is, or what reward if any this guy is offering. This is not a decision, it is a guess. If you want to put these kinds of choices in your game, you owe it to the player to give them ways of getting more context on the sitaution. Let me ask this guy's name, what his quest is, why he's after this item, if he's willing to compensate me for passing what looks to be a powerful spell to him. I *want to know these things*. "Can I have that item? y/n" just ejects me from the experience.

The sprites suck. The music is repetitive. The environments are uninteresting. Combat looks sterile and stationary. There is a TON of reuse on display. If this game had been released in 1986 this would have been acceptable, even good. As-is, it's 30 years later and I'd rather just replay the original Final Fantasy. At least that game had more viable class choices than there were character slots.
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