

This was a genuinely intriguing take on inventory management that I appreciated. Luckily, a little device will sell items for you while in the dungeon, though the profit is not the same as selling in the store. Cursed items can only stack with the same items with the same curse, so things become tricky very fast. For example, one item may need to be placed on the upper or bottom rows while another might destroy any item to its left upon returning to town. Each item takes up a single slot and can stack, however, some items are cursed and have certain requirements within the inventory. This is more than a simple “I don’t have enough space!” Tetris game. Outside of combat, the player will be managing their limited inventory slots with the loot they pick up from dead enemies. Considering the third hit does double damage, this was very frustrating. There were times where both my character and the enemy were not moving, and I would mash out the three-hit standard combo, only to have it succeed one out of three attempts. The standard attack can often combo, but even this was finicky. Each weapon has a standard attack and a special attack: the big sword spins, the spear charges, and so on. Plus you can hit things through obstacles (and enemies cannot do this) so I would often stand diagonally offset to an enemy, though a box, and just hit them until they died.Ĭombat also feels slow and uninteresting.

The spear feels the best but still has some wonky diagonal-hitting shenanigans going on. The gloves, on the other hand, were nowhere close to an enemy and would be punching their lights out, often in some random diagonal direction. The sword and shield constantly looked like it was hitting during the swing arc, only to never touch the enemy. The problem with combat is its wonky-ass hitboxes.
