Nonoka + Control Condition + Delay + Sickness orbs) you can make life considerably easier for yourself against tough bosses. Stuff like pre-emptive attacks and critical hits and follow up attacks that give you an extra turn when you kill an enemy are all very nice bonuses to have. I also liked what they did with orbs giving extra, often random boosts. There was always a point to using someone in particular versus another character, but no one character was completely useless. Even characters that used the same weapon (like Popo and Keith or Nonoka and Rusty) had different speeds, ranges, skills and passive abilities. All the witches had highly distinct skillsets, personalities and abilities. It’s a very player-friendly game.Īs always with Imageepoch the characters were clearly differentiated. STELLA GLOW CG FULLGenerous EXP from enemies + full HP/SP refills on leveling up. Lots of grinding opportunities but very little need to grind. Nice compact maps so you don’t cross empty terrain just to reach one enemy. No height effects as far as I can tell but some minor terrain differences. Standard isometric SRPG game with all the standard SRPG features like back attacks giving extra damage and side attacks extra accuracy. Why can’t I ever be indifferent to Imageepoch games? Why do they always get such a rise out of me? Why did you have to die, Imageepoch? Who is going to piss me off now? _ Notes on Stella Glow‘s gameplay It’s good to finally get it off my mind and off my playlist, but… I wish I’d never played it. With one or two exceptions they are all technically sound, so you end up playing more than you should even when the story makes you want to bash your brains out against the nearest sharp corner. That’s the problem I have with Imageepoch games. I almost dropped it several times along the way, but the SRPG gameplay kept drawing me back. Finally finished the wretched game known as Stella Glow.
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