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YMMV / Ever Oasis

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  • Best Boss Ever: The Final Boss. Its first form will repeatedly fly around to keep you on your toes and use your own twisters against you. The second form is a wall of health who will use just about every attack gimmick you've faced the entire game. Don't think just because you have a Lagora you can run behind it and Spam Attack it.
  • Complacent Gaming Syndrome:
    • For Tethu/Tethi's companions, it's pretty much going to be a Lagora (whose quick attack speed stacks up fast) or a Drauk (who attack slower but deal more damage per hit, thus equaling about the same damage) and a seedling with Heal.
    • For the mainline story, it's easy for players to stick with the storyline characters since they will usually end up higher level than any of the other characters you can recruit. The only exceptions are random seedlings with dungeon-required skills.
  • Cult Classic: The game was released on the 3DS right after the launch of the Nintendo Switch, and thus, didn’t have a huge marketing push. So it wound up selling just shy of 300,000 copies (a respectable number, by most measures, but far below what would normally be expected from a Nintendo published game). Nevertheless, the game’s charm and unique premise have attracted a devoted fanbase. Some of which is clamoring for Nintendo to give it a second chance and rerelease it on Switch, or to make a sequel.
  • Demonic Spiders: Alliguanas and their variants have tons of HP, are surprisingly fast, and hit like trucks. While fighting just one can be manageable, you often face more than one at a time.
  • Disappointing Last Level: The last area you unlock, the Chaos Void, is just a long hallway with no enemies or treasure chests that takes you between a pair of boss fights. Thankfully, the final boss makes up for it. It also serves to unlock the big chunk of postgame content.
  • Ensemble Dark Horse: Miura, the reddish-brown Drauk, gained quite the following and fan art despite having no known personality or background at the time of her reveal in the announcement trailer.
  • Genius Bonus: There really are all-female lizard species, just like the Drauk.
  • Game-Breaker:
    • The damage Lagora characters can dish out is insane. Even against enemies their weapons are weak against, their sheer raw DPS easily makes up for it. It's to the point that there's almost no reason to use any of the characters from other races outside of their skill/ability being required for the dungeon.
    • One of the weapons you can get is a crossbow, which is mechanically different from the other weapons in the game. Namely, you can aim it in a first person perspective and fire at enemies from a distance. This trivializes a lot of enemies on the field since it lets you snipe them from afar and even if they get close, they'll usually be at low enough HP that your party members can easily one-shot them.
  • Goddamn Bats: To a T with the Flying Squirrowls and their counterparts, the Flying Squirrelbats. Just to start off with, they're Flying enemies, meaning they can only be hit by certain weapons and combo types. They can be knocked out of the sky with Green Gale, but they can avoid even that. But the real kicker is their sonar attack, which can hit a huge area in front of them and causes anyone hit by it to be dazed for a few seconds. It doesn't do much damage, but it's very annoying.
  • Scrappy Mechanic:
    • The fact that the first shop you get, the Fruit shop, once upgraded to level 2, is pretty much guaranteed to run out of stock almost daily because until you get an apple tree (which comes later in the game, way after you get this stand) you have to go pretty far out of your way to restock it. Ordinarily this wouldn't be as much of a bad thing, but you absolutely need to keep your store stocks high cause it gives you HP. This can be averted by sending your residents on supply runs though.
    • The fact that non-seedling party members can't get their equipment changed. On one hand it's nice to not have to worry about micromanaging all the party members since they all have different skills and just about anyone who lives in your oasis is a potential party member, but on the other, it's easy to ditch the people you can get cause they're too low level and can't make up the difference with a better weapon. At least you can send them on Expeditions.
    • Needing to go back to your oasis to change equipment or party is definitely a hassle. It may not be too much of a problem for a while, but around the time certain puzzles start needing a crossbow to hit targets in a game that encourages sword use you'll be wishing you could change weapons on the menu rather than having to use the aqua gate to keep going back and swapping.
    • The Rare Enemy system. At the end of each of the Labyrinths, you have a chance to fight a rare enemy, and you're more likely to encounter one the more slabs of one enemy type you use to spawn the labyrinth. These enemies have their own Rare Random Drops used to make some lategame/postgame equipment. Pretty much nobody likes how Random Number God-dependent it is, but the dislike ranges from a mild "eh, you don't need most of that equipment anyway, it's not so bad since it's optional" to "it completely ruins the rest of the game and makes me like it less."
  • Sidetracked by the Gold Saucer: The main campaign is short, but the bulk of your time will probably be spent recruiting residents, fulfilling their sidequests, and building your shops.
  • Slow-Paced Beginning: The game constantly gives you new mechanics and tutorials without much breathing room at first, only stopping around the time you tackle the Ocean Necropolis.
  • Spiritual Adaptation: This game is perhaps the closest we'll ever get to a Dark Cloud 3 or Fantasy Life 2 (at least until the latter actually happened).
  • That One Boss: The Chaos Kelp is surrounded by a ring of poison and must have its tentacles damaged enough before you can damage it, but the window to do this is very tight, it attacks the area around it when recovering, and the tentacles can cast Paralyze and Slow on the party as well as heavy damage and HP draining.
  • That One Level: Ocean Necropolis. While not a hard level, it's just annoying for how often you have to warp back and forth to the Oasis to swap party members around to use their skills. Ocean Necropolis requires the use of a miner, digger, web cutter, smasher, pellet, glider, a wand, and archer... and you can only have two of those in your party at a time, even if some abilities overlap. The Web Cutter you don't even get until after you've completed the dungeon, too! In contrast, the next big dungeon, Forbidden Forest, only requires Web Cutter, Paraflower, Leaf Wall and an archer to progress.
  • That One Sidequest: Naama's final sidequest requires you to take her with you into the Canyon Labyrinth to fight an Octocrast. The problem with this? The Octocrast is a semi-rare enemy and it ONLY spawns at the very end of the labyrinth, meaning you have to beat the whole thing just for a chance at fighting it. And while there is a semi-reliable way to make it spawn, said method is a Guide Dang It! and it's STILL not a guarantee you'll fight it.
  • Ugly Cute: The Serkah are rotund people with one-eyed scorpions for heads, but they're as friendly as any of the other races.

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