This new indie jrpg surprised the crap out of me (go wishlist)

https://x.com/RiyoGames/status/1836536073096495118

I haven't been checking every single time these guys uploaded but for like 2 years all they uploaded were 2D gifs of random characters walking or enemies attacking. I followed regardless because it's a chrono trigger-like as a concept

I do enjoy me some art regardless it's all very pleasing.

The other day unbeknownst to myself they showed an ENTIRE TRAILER which caused them to get 100,000 wishlists on steam. Holy shit I didn't even realize this was an actual game that was coming out. A lot of games never even leave the concept stage.

BEHOLD A FULLY ANIMATED 3D ANIME TRAILER OF A 2.5D CHRONO TRIGGER-LIKE.

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What's the appeal of JRPGs from a gameplay (not plot) perspective? They have the most bare-bones character building compared to normal RPGs, and your decisions in combat require a) no reaction time and b) no skill since you're always just picking the strongest spell or attack you've got.

Yeah sure bro you cast Firaga twelve times in a row, I'm really frickin impressed

JRPGs were great when we were ten because we lacked any skill or competency to play real games

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Alright im gonna sperg a but

Good JRPGs are about largely about resource management and risk assessment. A given character on a given turn should may have access to:

Raw Damage

Debuffs/status effects

Buffs

Heals

Resource gain

Combination/team attacks

There are endless ways to influence the risk/reward of any one of those categories, and a good game will be difficult and tense enough that you'll feel real threat from the enemy to make you really want to take your time and make the right choice. For example, healing up your party is a no brainer in a lot of games, but if on any given turn the enemy might just blow another character away, you have to weigh the risk of having a member at low health vs the opportunity cost of that turns damage, because the sooner you end the fight the less opportunities the boss has to checkmate you. This is obviously not the case in the majority of JRPGs, but it's the case in every good one. Maybe a defense buff can help prevent some of those one-shot kills, maybe a % chance to stun the enemy for a turn is worth the damage trade off, buffing your characters now to deal more damage on later turns is good, but if the buffed character happens to die, you've wasted a ton of resources without any benefit.

If a game constantly throws worthless encounters at you, or you just grind your butt off at every turn to trivialize the game, yeah sure you can just spam your strongest attack and then buy mp pots to keep doing it, but you're either playing a bad game, or deliberately ruining a good game if you're able to play them that way.

>JRPGs were great when we were ten because we lacked any skill or competency to play real games

By percentile, I'm better at fighting games than the vast majority of people in the world are at pretty much anything. This is nonsense.

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Wow, you must be a JP fan.

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