First Impressions 2.0

Laysics

Green Slime
Loving the game so far played through story mode with a couple of friends.

One thing I would like to see is an indiccator arrow for teammates who go off your screen. Maybe have the arrows change color when the enter combat.
 

TheEuphoGuy

Green Slime
  • General impressions: Very positive. I've not played a huge amount, but what I have played has been quite enjoyable so far. I'm very much interested to see how the final product turns out.
  • What you liked the most: Combat is smooth, the skill wheels and movement work very well when used with a gamepad.
  • What you liked the least: Puzzles requiring precision movement can be a bit awkward using the analogue stick on a gamepad. I tended to slip off the tiles in the tile pushing puzzle in the arena. I'm using a Dual Shock 3, btw.
  • Confusing elements: Some merchants screens can be overloaded with items, at least for the early game. It made the upgrade paths somewhat unclear at times.
  • Optional content: So far I've tried fishing and some of the arcade mode. The fishing minigame wasn't too bad, really. The harder fish were a bit of a pain in the butt to catch, but that's only to be expected, right? Arcade mode was difficult, although I didn't give it too much time. I'll definitely be looking into it more at a later stage, though (maybe after finishing up to the end of the beta main quest line.
 

Arild Solheim

Green Slime
This game is really good, and I'm very likely to keep playing this in the feature. One thing that I look at as a small downside is that Fishing does not grant exp. I wish that fishing gave atleast a little exp, or that there would be a Fishing Skill where you skill up for every fish you catch, and as you get higher skilled you would get some Fishing Perks.
 

MrChocodemon

Handsome Moderator
This game is really good, and I'm very likely to keep playing this in the feature. One thing that I look at as a small downside is that Fishing does not grant exp. I wish that fishing gave atleast a little exp, or that there would be a Fishing Skill where you skill up for every fish you catch, and as you get higher skilled you would get some Fishing Perks.
You can feed the fish to your pets so they can get xp which gives you passive boni
 

Hatred

Green Slime
  • General impressions: Didn't play for a huge amount of time, but I'm really liking it. The animations were smooth, combat was really fun, and it also ties in the fun element of collecting. I'm looking forward to going home and playing more.
  • What you liked the most: Combat, I thought it was going to be kind of boring and clunky, but I was really surprised as to how smooth it is, and the animations were really good. I am also happy with the difficulty, I am playing on normal and it's not a breeze like every other game tends to be, which I appreciate. It feels good to kill monsters.
  • What you liked the least: There wasn't really too much that I found from my time of playing that I didn't like, honestly. I had some frame rate drops during the demo play, but I haven't really experienced that since I purchased the beta access. Found a couple bugs, but that's to be expected.
  • Confusing elements: Also haven't really been too confused with the game as of yet. I got lost for a little, but that's because I was exploring, so I guess that's a good thing.
  • Optional content: I think arcade mode is going to be awesome. I played through the beginning of it on the demo and it was really addicting already, can't wait to see what else is in store for it. Keep up the good work!
 

Varadim

Green Slime
  • General impressions: It was quite enjoyable, I did the story mode with two friends of mine and overall we were quite surprised at the current content. Today we will go at the Arcade mode.
  • What you liked the most: The things you could do together, such as fishing while people still could fight with monsters or go shop. Some spoiler but:
    I especially enjoyed the boss at the floating dungeon, I never would have imagined the game would take a turn for a bullet hell. I could really show off my dodging skills. :D
    Ghosts are also cute, for a silly dead animation, controlling them as well as emotions is a fun gesture.
  • What you liked the least: Items are not shared, there would be bickering about going back to areas to grind to craft weapons, which could be solved with shared loot for more common items, just not rarer items such as cards? We did not have enough time to check if there is a trade system or drop loot, yesterday was full of grinding.
    Another thing was that I feel some skills/magic are not strong enough or worth putting points into, the plant summon or fireball magic is just not as useful as a spinning two hand strike. This might be that it's not as cost efficient, so if you fix this you can use it more often than two hand spin.
  • Confusing elements: The menu looks rather friendly and well made. It has a lot of locked content however and it looks a bit stretched on my screen.
  • Optional content: The arena boss the second time was one heck of a fight! I don't think I could have taken it down by myself.

    I'd love to have more puzzles to do with my friends though, it was hilarious how we managed to screw up some of the more simpler puzzles and then end up rewinding them.
    One time we did not manage to rewind a puzzle though, but we fixed that by having to revisit the area.
 
  • General impressions: As I've only tried the demo, I've found the game very fun so far, and cannot wait to play the game for real. I loved the graphics designs (even though the character portraits didn't really fit with the game's artstyle)
  • What you liked the most: The battle system was fun, and I loved the collection of items and crafting. Cannot wait to see more NPC's and do more sidequests!
  • What you liked the least: I don't think I disliked anything, It was just perfect so far.
  • Confusing elements: It may be because the game I've played so far was the demo, but It didn't allow me to fish, I don't know.
  • Optional content: I did the only sidequest I could find, and the reward was very... Cute.
  • Quick Suggestion: My Quick suggestion would be for ALL ARMOUR to show on the character, not just hats. It adds more diversity, and ass the show/hide options like the hats, too, for people who don't like the look of their current armour.
 

MrNixon

Green Slime
BETA TESTING
Is this what death feels like?
Ok, so I'm going to run through some gameplay issues that need attention, and I'll try to break this up into several focused posts. From the start, I'm going to say I fucking love this game. I think it's go so much good and potential going for it for RPG fans, I'd gladly kiss every one of the devs, and I'm a straight male. Yes, you read that right, this is totally worth
a few moments of existential crisis contemplating my sexual orientation just to express the joy and admiration I have for this project already. With that being said, here come the suggested tweaks:

1) One of the more important aspects of game design that bigger companies seem to neglect now and then is punishing failure (Bioshock, anyone?). In this regard, Secrets of Grindea (hereafter SoG or Grindea) feels a lot like Zelda: A Link to the Past. You can die, but the only real annoyance is having to start from some predetermined point before continuing on your way. However, with Link to the Past, the player was required to save. If you forgot, fuck you, you lose all that progress. Early games like this forced a player to develop good habits with saving early and often. Grindea lacks any real discernible punishment for dying; when selecting "continue", you start off again right where you died. No loss of items or penalties, just a quick dusting off before you're sent on your way again. Here's the thing, though . . . too harsh a punishment can turn off a lot of players. With the similarity to Link to the Past, I think what we're looking for is something inconveniencing enough to annoy a player for failure, but not feel too much like a punishment or let-down. Losing equipment or items is probably too harsh, considering the point of the game is to grind for stuff, so maybe a temporary stat or XP penalty might work? I'm not too sure what to suggest here, but if there's no fear of failure whatsoever, it saps a lot of the motivation to play the game well. I mentioned Bioshock before, and there literally is no penalty for failure whatsoever in that game. I tried a wrench-only playthrough once just to see what it was like, and I only quit because it took forever to drop a big daddy without a gun. There was no discouragement from running into a huge hulking murder-machine, smacking it a few times with the wrench, dying, respawning several feet away, and doing it again until he dropped. That's not fun. So this is definitely a point to talk over, and I can't really help a whole lot in resolving it. Sorry I can't do much more :/

2) Also on this point, health potions? I don't remember if there were any or not, but I did notice the health drops. I'm fine with the drops. Potions or health items will probably make boss fights too easy. Buy a bunch of them, and spam them when you're going to die. I don't think there's much reason to add any consumable health items, but maybe one or two items to add a layer of death protection? If point #1 ends up being implemented, it might be worth looking into adding some rare or expensive item to help mitigate death. Just a thought. I wouldn't get any more complicated than that, though.

NEXT UP: Control
 
2) Also on this point, health potions? I don't remember if there were any or not, but I did notice the health drops. I'm fine with the drops. Potions or health items will probably make boss fights too easy. Buy a bunch of them, and spam them when you're going to die. I don't think there's much reason to add any consumable health items, but maybe one or two items to add a layer of death protection? If point #1 ends up being implemented, it might be worth looking into adding some rare or expensive item to help mitigate death. Just a thought. I wouldn't get any more complicated than that, though.

I think what we can do with health healing, is that the devs could add a certain "regen" time to heal a certain amount of health, but having to wait 20-30 seconds to drink another, depending on the potions strength.
This is what alot of games with good healing items do to make them unspammable and add a challenge, as allowing spammable potions means that you cannot die.
 

MrNixon

Green Slime
BETA TESTING
I like the way you move

Paramount to excellent gameplay is a great sense of control. If a player has very little or otherwise poor control over his part in the game, frustration will start building up until a ragequit happens. There's a few points I want to cover quickly before we get to suggestions, so prepare to have egos massaged.

Overall, control for this game is really freaking tight. Remember that feel from Secret of Mana? Yeah, that's the kind of tight we're talking about. Mr. Characterguy stops on a dime to attack, movement is fluid with no jerky feeling, and the timing of the skills I've used so far feels intuitive as other solid action RPG titles. The only suggestion I have here is to consider increasing movement speed ever so slightly, but overall, things just fucking work. This is one of the most frustrating things for a player when it isn't done well, so that's a huge potential problem we can all scratch off the list. Gold star. In fact, have two. This is great so far.

MAJOR CHANGE: PLEASE, please, please try to find the time to implement gamepad controls natively into the game. A game like this absolutely requires that feel, and I'm willing to bet the dev team has already been thinking about this. The only reason I'm taking time to mention it is to make sure this is a stated, overt concern/consideration before this game goes prime time. The feel of gameplay is so similar to Secret of Mana, I refused to play this on the keyboard. Please don't force me to joytokey this game. I so will. Everyone should if native gamepad support isn't included (because let's face it, sometimes dev teams have too much to do). In case this doesn't go through, just remember: joytokey. Google it.

Suggestions:

1) The swing pattern of the character bugged me for some reason. I don't know what anyone else felt about it, but I felt like I had to be right next to an enemy to make contact. The combat skill "Dodging Strike" is great, but it presents the possibility an enemy can be in range of you (and activate the damage boost when you dodge), but you can't hit said enemy on the return strike. It still works, but the range the sword (or whatever) swings outward in front of the character is short enough to require some serious leg-humping to land hits. I don't see this being a difficult change, but it's more of a question of what to change the value to. The very front of the animation, in the middle of the swing looks abnormally flat on both 1- and 2-handers. I think a few pixels of extension to round out the swing to look more like the arc of a circle would feel more natural. This may also fix a concern I have with the 2-hander weapons looking as though they don't have much of a reach advantage over the 1-handers. Regardless, definitely take a look at the swing pattern for both and see if a minor tweak or two would make it feel a bit more natural.

2) While we're on the idea of adding controller support, I think we could do just fine with 6 or 8 quickslots. Most controllers have 12 buttons or so, and two buttons will be taken up by weapon and shield. Think Zelda 64 (yeah, it's Ocarina of Time, I know). Players only got a few quickslot buttons, and most abilities were either context or didn't make that much of a difference in combat. I don't think players are going to be robbed of a greater combat experience by only having 8 or even 6 quickslots, so it's worth discussing about whether to make the change. I'm kind of biased about this, so I'll recuse myself from the discussion after mentioning I only used 4 quickslots when I played through the demo.

NEXT UP: Feedback
 

MrNixon

Green Slime
MORE BETA TESTING
Who's hitting me?!
I'll try to keep this one a bit shorter. All games have feedback. When you're hit, the game has to tell you that you're hit, or you probably won't even notice it. This is a problem. There are people born with almost no sensation of pain, and some of those stories include a young girl who had to be watch closely, because if she got an itch on her eye, it was very likely she could scratch it out. Feedback in a game is like your sensation of pain in reality, and it's important.

1) So far, when you're hit, there's a bit of time given with invincibility frames and partial invisibility, and the character makes a sound. Didn't notice that? It's high-pitched. The sound could probably be reworked, but really, I think the easiest fix is to have the outline of the character flash red or give a more obvious visual indicator. The sprites of this game are somewhat small, so animating the character to do something probably won't serve as enough of an indicator. Either there has to be an obvious sound that doesn't muffle into background noise or get drowned out, or there needs to be a much stronger, more obvious visual indicator.

2) I'm not sure how widespread this is of an issue, but specifically with the "Dodging Strike", I really feel like there needs to be a bit of invincibility added to the beginning of the move or something like that. If very poorly timed, an enemy can smack the player out of the move entirely. HOWEVER, I understand that being very, very good with this skill has the potential to break the game. I scored an "S" on the Furious Giga Slime mostly thanks to 550 damage hits with Dodging Strike. I'm totally cool with getting the answer back of "No, it's fine as it is, just learn to play better." It just depends on how the devs envision this ability and how hard (fair) they want to make this game (because this skill is stupid awesome).

NEXT UP: Oh, I don't know. I'll have to playtest more skills and combat styles. putting a lot of focus into one skill right now can be really powerful. I'm also not sure what the intended level cap is going to be or anything, but I'm not sure how the skill tree development is going to play out over the course of the whole game. I got 2 combat skills (Piercing Dash and Dodging Strike) to silver ranks, and barely got Chain Lightening to silver ranks. I'm at level 15, and it's becoming obvious there won't be enough points to max everything out. I say good. We can't have everything we want. This isn't Kingdoms of Amalur. It probably adds some replay value (wow, that's going to be time-consuming) to restrict the player to a limited focus on skills. If there's anything that really needs to be looked at with a focus, shout it at me and quote part of one of these posts to generate an alert. I'll do what I can.

So far, this is a pretty fun, awesome game. Any suggestions I've included in any post are just to tighten things up. There's a lot of content still missing from this game, so I'm pretty hesitant to suggest major changes, for the most part. If anything, I'm hoping this gets completed by the end of the year. Good luck on development, and I'll add more suggestions as I break things in the game!
 

Adrian Kristensn

Green Slime
Adrian's First Impressions.
(about 30 mins of gameplay)

General Impressions
Smooth. The game feels very smooth. This is important for me.
Combat works great. I wish attack (and defense) would work in 8 directions, not just 4.

Most Liked
Humor. The dialog is short and smart. And some of the NPC names are great.
Boss fights. I loved the screen you got when a boss fight started.
First boss was great, easy so you get into how the game works. Fun.
Second one, the big slime, bit harder, very funny. Loved the "hammer" attack. Died a couple of times but not too much.

Least Liked
This is not easy as I really enjoyed the game, but....
The skill system, I have no idea what to pick. It's not confusing, but, I don't quite get how the tiers works etc. yet. And how the Charges work. Its hard to make decisions when I don't know how it will affect my character progression. And I have a bit too many choices from the start perhaps.

Confusing Elements
Menus. Skill system.
(both will probably be super easy when I put some more time into the game.
 

LawlMak3r

Green Slime
  • General impressions: So far so good. The game has been really good so far, both the arcade mode and the story mode. I am really looking forward to the future updates, as I am eager to see what you guys have in store next. I 113%'ed the game in about 7hours and 53minutes, which is really good for a beta. The gameplay is smooth, the combat is engaging, the spritework is impressive and the areas are beautiful and memorable. The NPCs are also memorable, so is the soundtrack.
  • What I liked the most: The combat and spritework are my two favorite things in SoG, but I feel like most of the other elements in the game were well exectued, as long as you keep on adding more content. One thing I also liked was the puzzle in Evergrind Fields: West, with the rock and the boars, I hope you will add more puzzles like this, not only to quests, but also maybe to secret areas, mobs and maybe even bosses. I also noticed in the bestiary resistance and weakness, I am really curious to see what you guys will do with this feature.
  • What I liked the least: I was a little dissapointed with the fact that certain equipables would not be visible on the character sprites, I hope that this will be implemented and/or worked on sometime in the future. At least add some different styles to the character sprites, like visible jackets, coats, capes etc etc. I am also hoping that you will go a bit more in-depth with archery and fishing. Archery does not have to become a primary weapon, but something like adding elements to your quiver or something like that, that would add some variation to the gameplay, making the archery not just arrow-spamming, but something more "meaningful", I found myself not using my bow all that much. The fishing was alright, I really liked the fishing minigame, but I hope you will add a bit more to this, maybe some skills related to fishing would be a great add, also different sorts of baits, for different sorts of catches.
  • Confusing elements: Not much to complain on here, really. The menus and interface are well set up and I have no problems with navigating them. I hope you guys will add a small hp bar over enemies recently attacked or something.
  • Optional content: I have done all of the side activities, and I enjoyed every minute of it. I just hope you will make fishing a bit more challenging. Add different baits for different catches, also, maybe more fishing rods. The side quests were fun and I hope you will add many more. For the arena, I think the furious red giga slime boss fight was awesome, same with the first fight. I also liked to see that we were rewarded based upon our efforts and score. Just flesh out these side activites even more, and this is going to get good.

    Keep up the good work!
 

Adereon

Green Slime
Here's my addition.
  • General impressions: I enjoyed the game alot, tried to find all that i could so far in story mode. 10/10 would play more when the game gets updated
  • What you liked the most: Faster respawn time on monsters when you kill them quicker. The storyline, reminds me of old snes and gba game which i love to death. Also love the puzzle elements, the fact that you have to use your brain as well.
  • What you liked the least: For the main story line, nothing. As for 'completing' the game, the droprate of the equipment the monsters drop is heavily based off RNG i feel, i have gotten 7 bird feet from Pecko, still dont have the other unique thing it drops.
  • Confusing elements: Story line is clear. The menu, when you use it a couple of times it becomes a piece of cake.
  • Optional content: Fishing and side quests are cool, enjoyed them.
I have a couple suggestions for the game as well, i'll post them separately
 

Kezn

Green Slime
  • General impressions: Never had a crash, but a problem at the temple, where the necklace wasnt spawning. Generally, awesome game.

  • What you liked the most: Don't really know what to point out. Enough to do, funny quests, a lot of stuff to collect. Keep it the way it is.

  • What you liked the least: That one quest you get from the potion-shop. I restarted like 10 times until i finally managed to keep him alive. Was a pain in the a**.

  • Confusing elements: All good.

  • Optional content: All good besides that potion-guy-quest.
 

Jason

Green Slime
First Impressions
  • General impressions: I enjoyed it, I feel the game has potential. A little short on content but I guess that is to be expected.
  • What you liked the most: Combat is ok - not amazing, but sufferable. Monster capturing is ok, more of it would be nice. Fishing is ok, but on the easy / simplistic side... given that the rewards don't seem to be very important for doing it, its almost pointless.
  • What you liked the least: I'll make a thread on the pros / cons / suggestions later, but the things that come across the most
- Lack of a mini-map
- Lack of multiplayer / single player location's for summons / friends
- Lack of any way to move faster, the default movespeed seems slow, adding a stamina feature and a run command would help
  • Confusing elements: I didn't have issues with the elements, my biggest suggestion to fix for clarity is to label or better signify routes out of areas (towns, dungeons, etc)

  • Optional content: Finished them all
Arena - Its fine
Archery - Boring and you essentially need a perfect run to pass it
Fishing - Too easy, rewards to minimal
Card capturing - The rates seem really low like 1/1000 or so for some... Also in multi-player cards should drop for the group
Quests - Typical quest types abound, not really much to do about it
Treasure maps - always a nice feature
Monster Taming - Its ok, basically DDR with your fingers, would be nicer if instead of ATTACK / DEFEND it was a specific key like X and Z, the shield and sword at fast speed (and I only assume its going to get faster and longer with monsters further on) are not distinct enough for it... that or give them colours RED attack, BLUE defend
 

Klaffen

Green Slime
  • General impressions: Love it. The first thing i did when leaving the house at the start of the story mode was standing still and enjoying the fantastic art.
  • What you liked the most: Loot. Loot everywhere. I love loot and this one got a lot of it. Also the most fun dialog i have experienced in a long time.
  • What you liked the least: Arcade mode is really unbalanced. Some skills work and others dont at all. Going 1h it is almost impossible to get S rank, at least in the start. Not impressed by magic either so far but i have not played that much with it yet.
  • Confusing elements: Some side quests are a bit confusing and you sometimes get very little info on what to do / where to go. Guess it is part of the RPG experience.
  • Optional content: Love the arcade mode. Played about 2 hours of story mode before finishing it and moved on to the arcade... currently got 7 hours played after only owning the game for a day. (5 hours of Arcade mode). I keep improving and i am even starting to get past the slime boss.
 

Renegade

Green Slime
FIRST IMPRESSIONS AFTER ONE HOUR OF PLAY

in arcade mode only.
  • AWESOME game.
  • Better value in early access than many full games. This could be released as only arcade mode and still rock!
The things I didn't like were:
  • The magic / skill up menu highlights don't show up that well on many of the options. My monitor doesn't have a wide vertical view angle, which may be why. This could be resolved by making the outline a dark color instead of a light one.
  • The menus in general are a little awkward. Depending which menu you're in, pressing left / right may cycle skills, menu tabs or do nothing at all. I'd prefer it to be consistent, probably with LB/RB cycling tabs and left / right just used for skill selection.
  • Blocking with A confused me at first, I'd like an option to attack with A and block with X. Although I'm used to it now so I actually don't care.
  • The shield is okay but I wanted a roll or dodge. It would be awesome if you could choose between a shield or a defensive move, but not have both. Even if a roll is planned for a combat upgrade, I'd prefer to be able to use it instead of the shield, not alongside it.
  • The popups for new stuff is a good idea, but could you add the option to keep the popups til the player dismisses them? For direct upgrades it doesn't matter, but when the choice is between +1def or +5 casting speed, the notification was going away before i'd made up my mind, so the quick equip option was useless. LB to dismiss would have solved the problem.
  • Restarting arcade mode is confusing, hopefully this is already on the list but saving the character between sessions would be nice. I was scared I'd lost my progress when I was prompted to make a new character after levellnig up the town a couple times.
 

GarlicJelly

Friendly Moderator (Formerly known as GoodStuff)
FIRST IMPRESSIONS AFTER ONE HOUR OF PLAY

in arcade mode only.
  • Blocking with A confused me at first, I'd like an option to attack with A and block with X. Although I'm used to it now so I actually don't care.
  • The shield is okay but I wanted a roll or dodge. It would be awesome if you could choose between a shield or a defensive move, but not have both. Even if a roll is planned for a combat upgrade, I'd prefer to be able to use it instead of the shield, not alongside it.
  • The popups for new stuff is a good idea, but could you add the option to keep the popups til the player dismisses them? For direct upgrades it doesn't matter, but when the choice is between +1def or +5 casting speed, the notification was going away before i'd made up my mind, so the quick equip option was useless. LB to dismiss would have solved the problem.
  • You should be able to change the keys/buttons you have attack and block on in the menu.
  • I like the roll or dodge idea! I'm a fan of being the ninja and not the tank. :p
  • You can always go to the menu and make your choise there. As you play more and more you get to know the items better and you make your decisions so fast that the short time on the quick equip window won't matter to you.
 

Hobo

Rabby
  • General impressions: I was amazed by the fluency of the animations and that was the first thing that caught my eye, I noticed the text was a little blurry because of how much it scaled up from the original window size but it was still legible enough to read (to be fair I have a slight vision problem to begin with)

    The graphics were amazingly clean for how they were done and everything seemed to not mind being scaled even at 1080p and 1366x768

    I wasn't the biggest fan of character portraits, I can not even fathom how long each individual one must take as I cannot draw a stick figure but I was expecting them to change depending on the dialog of the NPC and I guess I let myself down with that one.

    Going through the exam is what 100% sold me on the game, it taught me more base mechanics which I didn't mind learning at the time ( a lot of games make the way you learn.. boring. Grindea made me enjoy fishing. ) and fighting the boss required strategy, it was amazingly fun with friends, as we took turns running to the corner of the room and trying to resurrect our partner before Giga Slime finished off the surviving player.
  • What you liked the most:
  • Combat. I really really love the combat, It's amazing.
  • Coloring key words in character dialog was a nice touch for emphasis
  • Item crafting and not telling me what the item is up until I have the appropriate amounts of resources was nice, it gave a great sense of Discovery and was quite a nice touch.
  • The skill tree was fantastic and I spent a lot of time starting my character again just to try different skills out
  • Quests weren't generic, I never had to go collect X items from Y mobs with a Z% chance of them dropping. Although I wouldn't mind this, as it is a generic 'grind' quest, it was nice to see originality, from finding a ring to rescuing a chicken.
  • What you liked the least: By the end of Startington and entering into Evergrind City I had completely stopped hacking and slashing the tall grass and boxes, the drops feel bland and most of the time they're empty which i'm fine with but on the off chance I slash them open, I only get loot appropriate items such as an apple or a jar shard which I cannot do anything with (to my knowledge) it just feels for a SNES-esque game there should at least be a minuscule amount of currency being dropped from destructible items around the map.

    I essentially ran out of leveling before all my skills were into silver+ so I had to grind for a long time because of this in an attempt to upgrade them to silver, I ended up starting again and focusing on 3/4 skills alone.
  • Confusing elements: On my second playthrough I realized you can view recipes of a specific item and I only noticed you could do this because a friend noticed it on his first game before he even left Pillar Mountains ( So maybe it was just me! )

  • Optional content: A lot. I crafted "The Stinger" before I ever went near Pumpkin Woods and I believe this made me a bit overpowered ( combined with silver shadow clone and silver Blade fury, by the end of the Pumpkin Woods I was a god. )
 
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