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this is an interesting hypothesis: that the designers of pokémon had, as a design model to some extent, JRPGs where you have regular physical attacks as workhorse moves and then big flashy special magic attacks that you use occasionally, and that this explains some design decisions.
i'm not sure i agree with this just yet.
Edit: Also TIL the Goldeen line are supposed to be koi fish, I always assumed they were goldfish, but I guess it makes more sense that way.
Gotta play this one.
> TERAZ
KUP TERAZ!
Edit: TIL i actually know a couple more words in Polish than I previously thought
i didn't manage to do that the first time i played
FYI, set your expectations right: Rosenkreuzstilette is a Mega Man clone, but it is a *difficult* Mega Man clone
RKS - Black Forest's Treasure, Freuden Stachel, Liebes Sturm, Klage Harnisch, Zornes Bombe: AII, BVI, CIII, CVI, EII, FIII
RKS - Black Forest's Treasure, Freuden Stachel, Liebes Sturm, Klage Harnisch, Zornes Bombe, Geister Wand: AII, BV, CIII, DII, EII, FIII
I did beat Luste Teuber but only with a master weapon. Just not good enough with the mega buster to sniper her. Also, I tried "juggling" her but that only works for the first half of the fight -- she starts producing these gigantic projectiles to dissuade you from doing that any further.
Grolla Seyfarth is weak the weapon that looks like Air Shooter
and my guess is that Sichte Meister is weak to Grolla's weapon, since none of the others I tried worked (she is amusingly outright immune to Luste's weapon)
RKS - Black Forest's Treasure, Freuden Stachel, Liebes Sturm, Klage Harnisch, Zornes Bombe, Geister Wand, Lust Atem, Silberflügel "Zwei", Grolle Schwert, Silberflügel "Eins": AIV, BV, CII, EII, EVI, FIII
(i know it's not called the mega buster but i keep forgetting Spiritia's weapon's name)
RKS - Black Forest's Treasure, Freuden Stachel, Liebes Sturm, Klage Harnisch, Zornes Bombe, Geister Wand, Lust Atem, Silberflügel "Zwei", Grolle Schwert, Silberflügel "Eins", Die Geplante Zukunft: AI, AIV, BV, EII, FI, FIII
(Yes, I know these are German names and are supposed to be written differently, but they are shown like this, aside from being in all caps, in the weapon get screens.)
The Spirit Gun: Seelegewehr (S.GEWEHR)
The Sting of Joy: Freudenstachel (F.STACHEL)
The Burst of Anger: Zornesbombe (Z.BOMBE)
The Harness of Sorrow: Klageharnisch (K.HARNISCH)
The Breath of Delight: Lustatem (L.ATEM)
The Sword of Spite: Grollschwert (G.SCHWERT)
The Foreseen Future: Die Geplante Zukunft (D.G.ZUKUNFT)
The Lover's Storm: Liebessturm (L.STURM)
The Mind Barrier: Geisterwand (G.WAND)
Silverwing One: Silberflügel "Eins" (EINS)
Silverwing Two: Silberflügel "Zwei" (ZWEI)
Forest Fairy: Lilli (LILLI)
Also, despite lives/tanks having a two-digit counter, you can't ever have more than 9. The tens digit is always zero. Because this was how it was in Mega Man games too lol.
And the game doesn't save my stock of cross tanks (i.e. E-tanks) so I had to keep the game running. And since I kept the game running, I kept playing the game too.
Though I just made it to the last set of stages and I used up all my E-tanks.
RKS: everything previous noted, and stopped at Iris Palace 1: AIV, BV, DVI, EII, FIII, FIV
(I don't think the password can save beyond this point.)
It's been circulated on the English-speaking internet for a while via a fan-translation, though eventually Playism picked it up for official publication. I bought it from Playism's store a few years ago, back when they closed down, because that was basically the last place to pick up an official copy of the translated version DRM-free. (It's still on Steam, but I personally recommend against buying things on Steam.) I first played it a couple years ago or so, and beat four of the
robot mastersRKS members, albeit with some difficulty.Yeah, this game definitely takes after very classic Mega Man games, especially 2 and 4. And it has the stiff difficulty of those earlier Mega Man games, such as to a stage with Quick-Man-style lasers, a cap of 9 lives and 9
E-tankscross tanks (where your inventory of them is not stored in the password system, of course), and bosses whose attacks are generally not that easy to dodge. The password system, amusingly, is basically lifted wholesale out of Mega Man 4 -- you can use MM4 password generators with this game (except for the second set of fortress stages, I think). (FYI, collecting the Black Forest's Treasure is equivalent to collecting both the Wire Adapter and Balloon Adapter in MM4.) The two placeable platform "weapons", Silberflügel "Eins" and Silberflügel "Zwei" (Silverwing "One" and Silverwing "Two"), are essentially Item-1 and Item-2 from MM2. Many enemies have obvious Mega Man analogues (mostly from the classic subseries), and some bosses/stages feel like creative mashups of multiple Mega Man bosses -- Zorne Zeppelin's stage seems to take inspiration from Heat Man's stage while having music that's strongly reminiscent of Drill Man's, while Luste Teuber acts like Metal Man while serving as the boss of a stage inspired by Air Man's stage. Some things that are direct analogues have an additional layer of difficulty -- for example, one of theWily CastleZeppelin's Castle stages has a boss clearly inspired by MM2's Mecha Dragon, but it now produces two different kinds of projectiles, some of which are harder to avoid than the dragon's fireballs. And bosses themselves tend to get tougher attacks in a "desperation mode" when half their health bar has been depleted. Meanwhile, thankfully, our main character Spiritia Rosenberg is able to both slide and fire charged shots -- for not just theMega BusterSeelegewehr (Spirit Gun), but also many of the master weapons too, which is pretty neat.In addition, there are references to other games. Zorne's bombs act like Bomberman bombs; Scwher-Muta Casasola Merkle's stage has obvious Mario references, and Count Zeppelin's character and castle as well as Grolla Seyfarth's stage both invoke the gothic horror of Castlevania games, taking direct inspiration from some of its most iconic bosses. And then there's the game over screens -- a unique one for every single stage, each referencing a different videogame, from Final Fantasy Legend to Shadowgate to The Legend of Zelda: Link's Awakening.
Anyway, this time around, I started playing it on a whim, and this time, I managed to actually finish it. I've arguably been playing it a little harder than I needed to, since I've actually largely tried to fight the bosses buster-only rather than exploiting weaknesses (though, to be fair, some of their weaknesses are for weapons that are rather close-range, so...). I've been able to beat six of the bosses with buster only and without needing E-tanks, albeit needing water to fight Trauare Wrede effectively. Last time I played, I got stuck fighting Trauare; this time, I had a better expectation of the difficulty, as well as a slightly better keyboard, and I pushed all the way to the end of the game.
Now that I've beaten it...there are some extra modes, most notably playing as one of the other major characters, but I don't think I'll be trying them anytime soon. I'm a little disappointed that the password system doesn't store number of E-tanks collected, not to mention that I can't revisit stages and re-collect E-tanks easily, making it kinda demand that I keep playing until I'm done. But, if you like classic Mega Man games and go in with these limitations in mind, you'll probably enjoy it. Also there's a sequel, Rosenkreuzstilette Freudenstachel, which stars another of the major characters, in a whole new game.
An adventure game or something.
just looking through it I saw that Freedom Planet is on an unusually deep discount
https://www.gog.com/en/game/freedom_planet
It has a number of distinctive features that would differ from what you might typically expect out of a JRPG. Here are some.
1. It's basically sidequest heaven, or hell (if you hate it lol). There is a main questline -- actually, just one quest, and the game is meant to be the first episode of a larger series. But before you can do that, you have to do personal quests related to each character, and these are essentially the meat of the story, each taking their own twists and turns, as you find out that in order to do thing A you actually need to do things C and D first, and once you do that, it turns out F is in the way, and so on. Along the way you'll also uncover a huge variety of sidequests, of varying complexity as well.
2. This is something of a low-power game with lots of item use. You don't level up very often, and monsters don't respawn, but grinding for XP is slow anyway, and killing monsters doesn't get you gold in most cases. (The starting level is 1 and I ended the game at 8, after cleaning out most monsters.) And you'll be going through pretty much the whole game with no healing magic (and it'll take you a while to get any useful magic at all). On the other hand, you'll be treated to a pretty generous (albeit similarly non-respawning) amount of item and money pickups, thanks to the lead protagonist's "thief vision", which you can even improve to see (and swipe) more stuff, which is always conveniently marked with sparkles. Just try not to waste too much of your items, and try to find a way to leave town without needing to deal with the nasty bureaucracy that charges you a toll. You can also try to take advantage of free healing too -- though the lead protag might feel guilty about it in at least one case.
3. This isn't something that affects gameplay directly, but the character names (most notably) as well as other setting lore take inspiration from Slavic/Russian culture, including some mythology and religious aspects. For example, there's a reference to Nicodemus, as well as a swamp kikimora. Makes me wonder whether the obnoxious bureaucracy and various political undercurrents are also a commentary on Russian government and politics...
As you might guess, the game is very story-driven, though obviously there's gameplay here too. Coolest mechanics I think are the lockpicking skill and perception skill elements, both of which can be enhanced separately. On the other hand, it's a bit of a drag that the mechanically-"flawed" characters will basically stay that way for quite a while, since I'd have to keep making trips to stock up on items, and also scrimping-and-saving on recovery. But I understand that this design choice serves the narrative. Things do get a bit easier the further you go into the game, particularly if you've been doing all the sidequests, because you gradually unlock more abilities and gain access to better gear.
Games finished this year so far:
Heroines of Swords and Spells
Rosenkreuzstilette
Wonder Boy: the Dragon's Trap
Way of the Red
Tower Hunter: Erza's Trial
Giral
Aggelos
Gato Roboto
drowning, drowning
New Super Mario Bros.
Teenage Mutant Ninja Turtles 3: Radical Rescue
A retro adventure game.