Pretty neat little game! It's very simple in a lot of respects, but it's got a very addictive and juicy appeal to it despite that, similar to an old-school Y's game, where it's very fun to just keep clobbering enemies, leveling up, and getting loot and other upgrades, over and over. While it is generally quite mindless, I was pleasantly surprised to see that there were some bosses and elite enemies that have special attacks and patterns to contend with! The game was no slouch in terms of quality of life either: it had a nice tutorial, everything felt quite intuitive with good feedback, and there were plenty of nice touches like being able to categorize your inventory, the game warning you if you try to sell items you are equipped with, low mana warnings, and so on!
While it was some good simple fun, it wasn't without some frustrations:
*While I can understand wanting the game to be intentionally simple, the game did start to feel quite repetitive and bore me after awhile. Felt like it could stand to have more major events or shake-ups happen more frequently to make you feel like you're progressing, like boss fights and dungeons and music/world changes. Abilities would be nice to have as well: I can see from the screenshots that you do eventually get them, but I was playing for quite some time and saw nothing new. Call me impatient if you want, haha!
*Similar to above, the loot was pretty boring since it was all just the same name stuff but with different numbers (which made it difficult to commit to upgrading a piece since you could get the same piece but better base stats later on), and the skills from leveling up were boring as well since it was just really lame stat increases instead of cool active skills or more unique synergistic passives, you know, stuff that would change up your gameplay in new fresh ways. World upgrades were kinda lame as well since again, they were just lame passive increases: would love something more unique, and it would be cool if they actually changed the world to be more challenging or have interesting modifiers as a bit of yin-yang risk-reward.
*I'm really not on board with this login-bonus-daily-quest-multi-currency-vip-access crap as I really dislike the way it worms in and corrupts facets of the game unfairly. Whatever happened to just earning cool skins by doing cool stuff like getting far into the game and beating a hard boss? Why does everything need to be earned by clocking in every day and checking off a list of menial tasks like a second job? Why does the game need to make upgrades and revives tied to the currency instead of just having you need to use the proper materials and live with your deaths? Call me bias or crazy or whatever, but I just really dislike this stuff.
So yeah, a decent simple-but-fun game, but ultimately feels a bit too simple and repetitive for me long-term, and furthermore I really don't like the whole grindy microtransaction crap since it makes me lose faith in the fairness of its design.