![]() The cuter monsters are particularly charming, and feature heavily outside of battle in the early game. The Coromon themselves are the stars of the show, and for the most part, their designs hold up well. While I don’t mind a bit of classic, mindless, cathartic level grinding, it was a bit frustrating to encounter difficulty spikes purely driven by level imbalances. I found my team woefully underlevelled each time I reached a new boss encounter, necessitating some lengthy grinding sessions in nearby dungeons. Particularly intense boss battles require both intimate knowledge of the turn-based battling mechanics as well as a strong and well-kitted out team. ![]() These require SP to use, meaning you’ll need to rest for a turn to regenerate SP if you run out – this system, along with some interesting status effects and unique Skill abilities, leads to a compelling battle system based around resource management. You’ll collect Spinners which allow you to capture wild Coromon once you’ve weakened them with various damage-dealing Skills. The battle system is turn-based, with you pitting one of your party of six Coromon up against the opponent. It feels a little jarring to return to random encounters after RPGs in more recent years have largely spurned them, but thankfully the encounter rate is low enough so as not to annoy. Battles with wild Coromon are initiated randomly when walking through grass in the overworld or through dungeons, while battles with other trainers are initiated by walking into their line of sight.
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