Playtime:
319 minutes
[h2]A fun tower defense/resource management game with a cute story. Unfortunately buggy.[/h2]
[b]I Think I'm in Love with a Demon Prince[/b] is a difficult game to recommend for one and one reason only: it's very buggy.
If you like tower defenses and resource management and can stomach the occasional softlock or other jank, you may still enjoy it like I did.
If not, I advise you to skip on the game until the bugs are fixed.
[h3]Game overview[/h3]
[list]
[*]You play as the princess of angels whose mother, the queen, has recently deceased. The demons are invading. Cue tower defense.
[*]The basic gameplay loop is as follows: a visual novel-esque dialogue that progresses the story, visiting the facilities in town for brief dialogue snippets with various side characters and shopping for upgrades or materials, and playing one or more of the stages of the tower defense to continue the storyline.
[*]Resources are conserved between the stages. During a tower defense, you may build and upgrade up to three resource producing facilities. However, each facility and its upgrade will make the enemies stronger in some way. In the early stages of the game, resource management will be crucial to your success.
[*]There are only three types of towers. However, they can be customized using gems gained from clearing stages and purchased from one of the shops in town with effects such as AOE damage, piercing shots, bouncing shots, elemental damage and status effects, attack speed, critical chance, and more.
[*]The visual novel segments contain dialogue choices. These seem to have no effect on the story as a whole, and only sometimes a small effect in how characters reply to you. [b]If you want meaningful story choices from your tower defense game, you won't find them here.[/b] Falling in love with the demon prince is not optional, even if you pick the choices that are suspicious or outright hostile towards him.
[*]There is an almost complete disconnect between the gameplay and the story. Your resource management and tower defense performance will not be reflected in the story in any way, except for the obvious part where you need to clear stages in order to progress the story.
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[h3]Bugs[/h3]
As mentioned before, the game is very buggy. I encountered the following problems during my 5-hour playthrough:
[list]
[*]Often (maybe about one every three stage attempts on average) an enemy would get 'stuck' under a portal as it spawned. The enemy would not move down the lane and would be invincible, effectively softlocking the stage and requiring a restart.
[*]At the tail end of the game, after clearing the second-to-last stage during Day 8 and the story progressed to Day 9, I was treated with a visual novel segment where the characters proclaimed the war was over. I could then return to the town where there was an exclamation mark on the throneroom indicating that there is an unread story beat there...but upon entering the throneroom, the game softlocked by leaving me stuck there without any dialogue or a way to leave without reloading a save. This would also happen with every other building in town during day 9.
[*]If I instead loaded my day 8 save and chose to clear the last stage instead (both the 2nd to last and the last stage are simultaneously open at that point for...some reason?) the game would take me to the ending cutscene & credits immediately after clearing the stage, after which I would be booted to the menu. This also did not give me the 'finished the game' achievement. I've not even tried to look under the hood of the game, but I suspect that achievement to be locked behind the visit to the throneroom that simply doesn't work.
[*]The game also softlocked when I pressed "restart" in the menu after beating the game. Wow wee.
[*]After upgrading the Firestorm and Pestillence [sic] spell scrolls to the 2nd level and leaving the store, I was unable to select those scrolls again during further visits to the store, meaning that I could not ever upgrade them further.
[*]On a few open tiles close to the edges of the map it is impossible to place a tower...unless you place it with the cursor very close to the next tile towards the center of the screen.
[*]If you save in the stage selection screen, the graphics on the screen will get a bit wonky after loading the game again. Picking a stage will fix it, so it's not a big deal.
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[h3]Jank[/h3]
There are some aspects of the game that are a little...questionable. Reminiscent of old games circa '90s. Here's a list:
[list]
[*]You have spells and the spells have a cooldown. You also have a button to skip the countdown to the next wave and spawn it instantly. But pressing this button doesn't reduce the cooldown of your spells...so if you *need* a powerful spell to clear the next wave, it's optimal to waste thirty seconds of your life waiting so the cooldown is reduced when the wave spawns.
[*]After a certain point in the game, if you've been building the resource-generating structures, the resource management becomes completely superfluous. You will have thousands and thousands of each resource and the amount will only increase each level.
[*]Resources are conserved between stages. Building towers consumes resources. Destroying towers refunds half of the resources. The game does not automatically refund your structures after clearing a stage. This means the optimal strategy is [i]selling as many towers as you can before the last wave finishes[/i] which is not a particularly compelling mechanic.
[*]It is not possible to replace obstacles, even if they are almost broken. Because you also can't place obstacles if enemies are nearby, you can end up with what's essentially a hole in your defenses if your towers kill a wave just as they're about to break through a boulder. This isn't a *huge* issue, but it's mildly annoying.
[*]The customization of towers with gems is cool, but also clumsy. You have to do every single tower manually every time. There are three gem types. Fully customizing (all 3 gems) an already-built tower, will take 7 clicks of various UI elements. More if you make mistakes. This gets [b]very tiresome[/b] when you want seven richochet-fire-aspd towers around the stage alongside ten pierce-lightning-range ones and more. If you could save loadouts for the towers and deploy them fully-customized, it would remove a lot of frustration from the endgame. Particularly when the game decides to softlock and you have to build those towers all over again...
[*]Finally, there are a lot of spelling mistakes in the game. Nothing that deters understanding of what's going on, but if you are annoyed by typos you will be consistently annoyed. I'm not, so it didn't really bother me. Mileage will vary.
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Despite everything, I liked the game. The story was sweet, and the tower defense was really fun during the early parts of the game when the jank and bugs weren't so noticeable.
PS: devs if you're reading this and want more info on the bugs or videos demonstrating them or save files or whatever, be in touch and I'll happily help you.
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