I've beaten the game and I must say I prefer the original - it was straight forward and to the point and didn't take extremely long to finish. This version seems to be designed with the purpose of extending the game's length, which I think ruins the experience.
- You have items that you can't pick up until "you know" that you'll need them (instead of being like an actual adventurer on a journey who takes what they can get. why wouldn't I pick up berries for my journey?). This forces the player to backtrack and search for those items if they had found them before.
- You don't explain what the colors signify for the enemies once you start the game, which forces you to find out for yourself just how powerful the other colors are. Even when you know, you'll usually have to backtrack to the tougher enemies to fight them later either to level yourself up or to get passed them to reach an item.
- The map helps very little; there are no signifying marks for items you've come across, it's poorly drawn to where it looks like there should be paths where there aren't, and the brown colors in the map kept throwing me off even though I knew they were just signifying that there was a path in that area (which wasn't really necessary). It could have helped a lot to have a map that told you what enemies and items you left behind, that way you don't have to wander aimlessly through the world.
- Compared to the original, it seems like you cut out a few art assets because I remember some of the areas being more distinctive than the ones in this game (like lily pads and hedges). Everything just looks the same in the game.
- Lastly, you put the heart pieces all across the map. It's annoying, but I can tolerate that. My complaint is that you don't tell the player how many heart pieces are left to find and you don't add anything new to the world other than a wavy effect and a red overlay so essentially the player is backtracking, yet again, through the world.
- Although the combat system in the original was simple and bland, it didn't really bring the game down too much, especially since exploration seemed to be the focus of the game and the battles didn't last too long. Not only do the battles now feel like a chore with grinding and defeating some of the last enemies when getting the hearts, this feeling may have come about for me because the combat system and benefits for different armor and weapons wasn't thoroughly explained. For example, how much does bleeding take away from the enemy, how long are they stunned for, does increasing "skill" make the stun and bleeding effects more potent, what does upgrading your equipment with materials actual do for them, for defense, does it lower damage reduction based on the armor or does the ability stand alone? While it is true that I could test this kind of stuff out, it would involve taking a risk of investing more points into one category than into another, which can't be undone. What if you discovered later that bleeding and stunning don't help that much and you are now at such a disadvantage that you need to reset the game? For longer RPG games, experimenting with combat traits is a good investment because the experience is going to last longer and different classes have different benefits in the long run. This game is far too short to be experimenting with stuff, especially when logic is telling me to stick with the sword and shield; you only find a certain number of arrows and feathers so relying on the bow isn't such a good idea. Also, while the battle axe increases damage dealt and has other benefits, it takes away the healing ability, which is how I got through a lot of the early battles and the later ones (though not without getting bored of gaining 14 health, just for them to take 12 of it away again)
- I really wish the battles would've moved a bit faster. After hearing some of the same lines over and over again, you just want to speed through the boring battles, but there are pauses between dealing damage and getting hit, as well as waiting at the end of the battle for it to tell you you won and how much experience you got. It'd be nice to have the option to fast-forward through this stuff.
- What's the point of the one defense buff at the beginning of the battle. It's obvious if you are going up against a tough opponent that you should use it at the beginning, but then it's useless; you can't keep adding to the buff.
- I wasn't able to find the leather and wooden armor. I'm certain I looked everywhere.
- I came across a glitch for one of the sparkly items, where whenever you interact with it, it will repeat some enemy dialogue and freeze. I did this several times to test it. Thank you for putting that load to last save point feature into the game (it saved me from starting over). Also, the boy was still in the town square when I was inside Luna's heart.
- Also, for the storyline, why do the people blame the protagonist for all of the problems in the game? They shouldn't even recognize you and it really isn't her fault.
I did like the retelling of the story 'SPOILERS' where you are actually a piece of Luna's heart 'SPOILERS END'. I also liked the music.
Also, please don't get discourage from this review. I enjoyed Luna's Heart and your other games as well so please continue to create. I wish you luck in your future projects.