Super Cool Premise, Story so far is very Digimon adjacent in a good way!
And I really dig the characters, both in design, and writing.
Gameplay is still pretty jank though. kinda needs some refinement, using the dialog prompts as the command prompts for the battles lead to some real jank, especially with the built in back/forward/save/load keys for the regular dialog working for battle as well.
Combat mechanics wise: I do like the fuse mechanics and block mechanics. The turn order mechanic works well for the demo, but can lead to unblockable combos coming from the enemies, and could potentially cut off design space later on. Like there's never going to be a speed stat only at most, a couple perks/equipment that allows your characters to add more turns to the pool but that's gotta be limited to prevent endless turn abuse.
The Fuse felt very underwhelming for being such a core part of the combat. Rhainnmon and the Player both sorta loose all their abilites and special attacks for a raw stat up. Defensivly it was nice and prevented one of your characters from getting rolled by a bad couple rolls from the enemy, but being brought back to basic attacks doesn't feel nice for such a hyped ability.
Still love the start! going to keep an eye on this one!
Absolutely marvelous. Nice and atmospheric, and the concept of merging is a very rare and poorly explored topic. Greatly hope to see more, or at least that it's added to your other game! The designs are, as a matter of course, exquisite in every way.
Battle system seems a little glitchy and prone to failing. At first I thought it was because the combo meter kept hitting 0 since I was spamming all of my strongest attacks trying to get through the fights, but no. As of now I am in a "The Turn Ends" infinite unskippable textbox and cannot progress the battle against the second Borb.tar Fifth time reloading a save since I keep getting snagged on the turn end dialog box glitch. Lost the Borb.tar fight, got to pick a Major Perk for isichu and the game won't load the Major Perks, preventing me from progressing any further.
Thank you for the feedback! Logged all the bugs mentioned with our programmers so hopefully we can get to the bottom of what's going on there. Thanks for trying out the game ;w;
After getting to properly play, I think the game is pretty cool. I look forward to more of the story. My only complaints is with how many deaths it has to take before I had enough levels to make it through the gauntlet. Recovery between battles was rough and the two things that seemed to bring the greatest value was buffing phase damage and hoping for turn rng to favor a high combo to do a ton of damage. With seemingly no way to recover SP I had on several occasions run out because I couldn't do any damage. Which results in me being unable to attack and inevitably losing. Fusing felt unhelpful combat wise. Because I had no abilities I could use for any reliable damage. So I just used it to help share some SP to keep up the fight. The advice of using it to heal better doesn't seem to work as I don't seem to Regen more. I have run into a bug where I look like I have recovered but in the next battle I am considered down. Which has caused me to fight without phase and apon loosing my only remaining fighter I automatically lose as if everyone is down despite having one of us appear "alive." That's about it. Game looks promising and I look forward to more in the future.
Nice, the V1.1 does run a lot smoother than the previous one - “The turn ends” lock is no more.
Heepo now does remember that player and Rhi did not fuse during the battle, but player and Rhi themselves will still in-accurately talk about having fused before despite not triggering said scenes
I’m also including the stats bar I went with, by dumping everything into attack, manipulating saves to change dmg dealt and taken, and plus a bit of turn-order luck. Deathless Run Achieved :3
Sidenote: I still haven’t played the story the normal way. Can’t help but do Deathless run on autopilot. Looking forward to watching the CG for real when I finally curb my habits :P
Just a heads up! Etna really quickly patched up a Version 1.1 with some minor bug fixes and one major bug fix for that soft lock folks were talking about. Just played through it to test and the problem seems solved! Thanks for those who've played and given feedback so far, hope the patch helps! ^w^
It is possible to reach all the way to the end and beat the demo on the first run without getting wiped. Kinda funny watching them talking about merging when they did not merge at any point during the chain of battles, heck, I don’t even know how to merge
Aaaaand that’s how I did my blind playthrough, gonna try and see how the normal storyline was supposed to go
For clarity, yea, death is absolutely expected in the game, at least a few times!
As for the merging thing, there are 100% scenes for it in the game, and it must be a bug that it didn't show up! Thanks for pointing it out, we'll be working on it pronto!~
I’m assuming getting wiped for the first time would trigger the merging scenes? Well… I managed to beat the demo deathless on my first run - That might be the issue here
There seems to be a glitch where sometimes it gets stuck on "The turn ends" dialog during a fight. Besides that, what I have played so far has been enjoyable. Keep up the good work!
← Return to game
Comments
Log in with itch.io to leave a comment.
Caught some bugs
I absolutely love it so far! Would love to see more of it~
Immediate patreon-support -w-
Super Cool Premise, Story so far is very Digimon adjacent in a good way!
And I really dig the characters, both in design, and writing.
Gameplay is still pretty jank though. kinda needs some refinement, using the dialog prompts as the command prompts for the battles lead to some real jank, especially with the built in back/forward/save/load keys for the regular dialog working for battle as well.
Combat mechanics wise: I do like the fuse mechanics and block mechanics. The turn order mechanic works well for the demo, but can lead to unblockable combos coming from the enemies, and could potentially cut off design space later on. Like there's never going to be a speed stat only at most, a couple perks/equipment that allows your characters to add more turns to the pool but that's gotta be limited to prevent endless turn abuse.
The Fuse felt very underwhelming for being such a core part of the combat. Rhainnmon and the Player both sorta loose all their abilites and special attacks for a raw stat up. Defensivly it was nice and prevented one of your characters from getting rolled by a bad couple rolls from the enemy, but being brought back to basic attacks doesn't feel nice for such a hyped ability.
Still love the start! going to keep an eye on this one!
The art kinda' reminds me of Patapon. :3
Interesting enough that I am definitely looking forward to more and seeing where it goes. Best of luck to you.
Absolutely marvelous. Nice and atmospheric, and the concept of merging is a very rare and poorly explored topic. Greatly hope to see more, or at least that it's added to your other game! The designs are, as a matter of course, exquisite in every way.
Great start! I've enjoyed playing this. ^^
Battle system seems a little glitchy and prone to failing.
At first I thought it was because the combo meter kept hitting 0 since I was spamming all of my strongest attacks trying to get through the fights, but no.
As of now I am in a "The Turn Ends" infinite unskippable textbox and cannot progress the battle against the second Borb.tar
Fifth time reloading a save since I keep getting snagged on the turn end dialog box glitch.
Lost the Borb.tar fight, got to pick a Major Perk for isichu and the game won't load the Major Perks, preventing me from progressing any further.
Thank you for the feedback! Logged all the bugs mentioned with our programmers so hopefully we can get to the bottom of what's going on there. Thanks for trying out the game ;w;
After getting to properly play, I think the game is pretty cool. I look forward to more of the story. My only complaints is with how many deaths it has to take before I had enough levels to make it through the gauntlet. Recovery between battles was rough and the two things that seemed to bring the greatest value was buffing phase damage and hoping for turn rng to favor a high combo to do a ton of damage. With seemingly no way to recover SP I had on several occasions run out because I couldn't do any damage. Which results in me being unable to attack and inevitably losing. Fusing felt unhelpful combat wise. Because I had no abilities I could use for any reliable damage. So I just used it to help share some SP to keep up the fight. The advice of using it to heal better doesn't seem to work as I don't seem to Regen more. I have run into a bug where I look like I have recovered but in the next battle I am considered down. Which has caused me to fight without phase and apon loosing my only remaining fighter I automatically lose as if everyone is down despite having one of us appear "alive." That's about it. Game looks promising and I look forward to more in the future.
Nice, the V1.1 does run a lot smoother than the previous one - “The turn ends” lock is no more.
Heepo now does remember that player and Rhi did not fuse during the battle, but player and Rhi themselves will still in-accurately talk about having fused before despite not triggering said scenes
I’m also including the stats bar I went with, by dumping everything into attack, manipulating saves to change dmg dealt and taken, and plus a bit of turn-order luck. Deathless Run Achieved :3

Sidenote: I still haven’t played the story the normal way. Can’t help but do Deathless run on autopilot. Looking forward to watching the CG for real when I finally curb my habits :P
freaking awesome
I really like the concept here, what's here right now is fun!
Just a heads up! Etna really quickly patched up a Version 1.1 with some minor bug fixes and one major bug fix for that soft lock folks were talking about. Just played through it to test and the problem seems solved! Thanks for those who've played and given feedback so far, hope the patch helps! ^w^
The game gets soft-locked when you need to pick a Major Perk. Perk screen does not appear.
We'll be working on this ASAP! Thanks for the tips!
It is possible to reach all the way to the end and beat the demo on the first run without getting wiped. Kinda funny watching them talking about merging when they did not merge at any point during the chain of battles, heck, I don’t even know how to merge
Aaaaand that’s how I did my blind playthrough, gonna try and see how the normal storyline was supposed to go
Hey there! Looks like you ran into some glitches!
For clarity, yea, death is absolutely expected in the game, at least a few times!
As for the merging thing, there are 100% scenes for it in the game, and it must be a bug that it didn't show up! Thanks for pointing it out, we'll be working on it pronto!~
I’m assuming getting wiped for the first time would trigger the merging scenes? Well… I managed to beat the demo deathless on my first run - That might be the issue here
There seems to be a glitch where sometimes it gets stuck on "The turn ends" dialog during a fight. Besides that, what I have played so far has been enjoyable. Keep up the good work!
I have had the same issue, and I also have enjoyed they small amount I have played.
Loved writing for this! Amazing team to work with and hope to work on it more ^^
Had a wonderful time working on this!
Making a CG for every variant fusion with multiple panels in one day broke my soul but it was so worth it I feel awesome. 10/10 Thanks everyone
Yikes, it looks like I missed the entire merging section of the game.🤣
I just went ahead and beat the demo without getting wiped at all. Independent perk and ‘Time’ manipulation powers OP.
Had a lovely time working on this <3
Getting this many tracks made in one day was a challenge, but it was a genuine joy and learning experience~