I'm not going to go on about how there's too much story in my monster-killing and raising game. I knew perfectly well that wasn't going to be what this was. Instead, I'm going to raise a few points based on the assumption you went in willing to tolerate V Ns.
(Note: SPOILER ALERT STOP READING NOW IF YOU HAVEN'T PUT YOURSELF THROUGH THE READING SLOG YET)
Firstly, I was a bit disappointed that character deaths were actually kind of linear for the most part. There's two guaranteed ones and then you pick one route of three possible ones, that have their own specific deaths regardless of choices before. One of your friends doesn't even die on ANY route, which is a missed opportunity for me - I would have preferred he die somehow on Moral (which I wish wasn't there as the obviously good ending if only because no further player character deaths occur in it, because that implies the others aren't equally as valid).
As for the combat, it's basically Disgaea's grid-based turn-based combat, but with less polish. Which is a shame, because I think it COULD have worked for me if the creators embraced the full Disgaea mindset for the actual gameplay.
By that, what I mean is that it's possible to play for hundreds of hours on Disgaea and not progress through the story at all, instead focusing on raising one or more characters to the most bullshit levels of power possible, as a project to occupy the player, not because you ever NEED to. But to aid in that, Disgaea has an absurdly high level cap and has ways to obtain Exp fast. In Digimon Survive, you CAN technically do that too, but they stop Levelling up eventually and then you have to resort to items to take their stats up to that precious 9999 value, which you obtain fairly slowly, even in Post-Game. I've done the Mugen gauntlet twice on Very Easy just for efficiency and my Agumon's offense and defense is still only about 1000 and 800 each respectively (without held items).
If they do a sequel, I would advise including the option to let the Player raise an absolute nuke of a Digimon and I bet they'd pour so many hours into the game it would be unreal.
VideoGame At least you get to kill monsters, so it's a better VN than most
I'm not going to go on about how there's too much story in my monster-killing and raising game. I knew perfectly well that wasn't going to be what this was. Instead, I'm going to raise a few points based on the assumption you went in willing to tolerate V Ns.
(Note: SPOILER ALERT STOP READING NOW IF YOU HAVEN'T PUT YOURSELF THROUGH THE READING SLOG YET)
Firstly, I was a bit disappointed that character deaths were actually kind of linear for the most part. There's two guaranteed ones and then you pick one route of three possible ones, that have their own specific deaths regardless of choices before. One of your friends doesn't even die on ANY route, which is a missed opportunity for me - I would have preferred he die somehow on Moral (which I wish wasn't there as the obviously good ending if only because no further player character deaths occur in it, because that implies the others aren't equally as valid).
As for the combat, it's basically Disgaea's grid-based turn-based combat, but with less polish. Which is a shame, because I think it COULD have worked for me if the creators embraced the full Disgaea mindset for the actual gameplay.
By that, what I mean is that it's possible to play for hundreds of hours on Disgaea and not progress through the story at all, instead focusing on raising one or more characters to the most bullshit levels of power possible, as a project to occupy the player, not because you ever NEED to. But to aid in that, Disgaea has an absurdly high level cap and has ways to obtain Exp fast. In Digimon Survive, you CAN technically do that too, but they stop Levelling up eventually and then you have to resort to items to take their stats up to that precious 9999 value, which you obtain fairly slowly, even in Post-Game. I've done the Mugen gauntlet twice on Very Easy just for efficiency and my Agumon's offense and defense is still only about 1000 and 800 each respectively (without held items).
If they do a sequel, I would advise including the option to let the Player raise an absolute nuke of a Digimon and I bet they'd pour so many hours into the game it would be unreal.