Now illustrated!
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Now illustrated!
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Classic FKG Battle RNG right there XD
As much as I disliked some mechanics of Kampani Girls the fact that you could choose a leader girl which used a strategy of a kind for the whole unit - focus the weakest, focus the strongest, spread the damage, etc etc. As much as it was quite primitive, it would be nice if there was something like a simple combat menu, where you could choose one of three options (focus weakest, strongest, all).
Personally - I would like if the game was turn based and you could actually control your own units, I really hates this "automatic combat" all of the Nutaku games have going for it. Not expecting Tactics Ogre or Final Fantasy sort of control, but being able at least to select your targets would be nice (and for the lazy ones the usual "auto" mode option would be of course included as well).
Mainly due to the fact that it doesnt feel like a game at all, you pretty much dont do a thing.
It's not a true RPG, it's more of a strategic set-up and honestly semi-realistic. I believe there is a saying "the best laid battle plan falls apart after the first shot is fired" or something like that.
Basically, you strengthen your squads, deploy them to the best of your ability, and pray they execute the plan as intended lol.
...That said, a bit more control would be nice, but as some have said, it would shorten the lifespan of the game due to people being able to 3-medal many maps in one or two tries, since without the randomness of arrow nodes and battle it would come down to "are your squads strong enough for map X?" which is answered in one run, two tops. It's frustrating quite often but you just deal with it and lean towards being overpowered than on-point.
Aigis is an equally popular net game (on DMM and probably on Nutaku as well) that gives you all the control in the world for your units. From where you place them, right down to when you activate their skills.
Different strokes for different folks.
Last edited by A Time to Screw; 07-08-2016 at 08:15 AM.
Aigis is also a tower defence game, completely different primary genre from the FKG. All in all, complaining about core gameplay mechanics here is like complaining that Starcraft is not turn-based. If it is not for your liking, nobody forces you to play, all in all)
Osawari Island is pretty good, you can target and choose when to activate skills and there's no RNG pathing. I don't know why it's not more popular honestly. It's easy to get SL (the highest rank) girls as well. They're not all created equal but most of them are useful.
Aigis runs horribly on my computerI did like the TD part but it's not as polished looking as FKG and the grind feels slower too (but that may be because it ran slowly).
I like the simplicity of FKG though. Being able to run in the background is nice too, it doesn't take as much time commitment as the others as long as you're at the computer.
FKG ID: 781816890
Osawari Island: 41IHR698M3HLETVI3O3JP
I personally believe that if targeting system was implemented (which it probably will not), then it would only make sense to decrease the amount of ever increasing girls with AOE skills. From my perspective, most high tier girls have AOE skills except maybe for the ones geared towards more 1v1 raid bosses; with counter, dodge, life drain, etc. So if targeting system was included, they might as well make most girls single target like in Osawari Island with only a few of them with an AOE proc. Because technically large area skills will not be as necessary as you can pick out who to target.