Cthulhu Saves the World
I’m having a good time with Cthulhu Saves the World, from Zeboyd Games. It’s polished enough to feel like a game instead of a demo, but unpolished enough that it’s almost like getting a behind-the-seams look at a game’s creation.
It’s been a while since I played a JRPG, in the Lunar/Vay/Shining the Holy Ark style. It’s very refreshing in a way, to wander through an area, have monsters jump out, and need to kill them.
Modern games want to make every encounter meaningful: either dramatica and impressive, or relevant to the plot. RPGs like Fallout have enemies who perceive, go through mood changes, flee when injured, and have finite numbers.
But sometimes getting simple answers can be really fun, too. “Where did these monsters come from?” “Who cares! They’re trying to claw your face off!”