this post was submitted on 01 Aug 2026
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Steam Hardware

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[–] Fubarberry@sopuli.xyz 1 points 14 hours ago* (last edited 14 hours ago) (1 children)

I've been playing a couple games:

  • Sea of Stars - Been wanting to play this a long time, and it's similar in some ways to the Golden Sun games, which are my favorite JRPGs. However the combat is slow, and the skill lock mechanic is actively unfun a lot of the time. Not sure if I'm going to play much more, I might tweak the difficulty settings to make combat really easy and just "skip" that part of the game. Mainly just disappointing because I really want to like this game.

  • Dragonsword awakening - basically was a heavily genshin inspired gacha game, that got reworked into a full premium release. Pretty fun if you want a game like Genshin but without any f2p crap.

  • Sifu - Really good combat game, I flip back and forth between feeling like a martial god and a bumbling idiot.

[–] tiberius@lemmy.ca 2 points 11 hours ago (1 children)

I feel your pain with the lock system in Sea of Stars. Sometimes you can only get it 80% power and just take the damage. There was a point early in the game where I was low on items and HP. I knew I would die in the next regular fight. I died and backtracked to craft more healing items from fish to get me over the hump.

[–] Fubarberry@sopuli.xyz 1 points 8 hours ago

I have a lot of issues with it.

  • If you try to break locks, to usually have to save your abilities/empowered attacks to be able to do that in the number of turns provided. Enemies also take reduced damage while channeling locked abilities (60% reduced in my game). So you're encouraged to save all your strongest damaging abilities for when enemies take the least damage, making fights a slow awful grind.

  • Alternatively, ignore breaking locks, and save abilities for when enemies aren't locked. Finish fights way faster, but the lock abilities are really strong and punishing.

  • Enemy locks aren't staggered, multiple enemies will use lock abilities at the same time, making breaking them impossible and sometimes leading to impossible fights due to RNG.

  • Enemy locks sometimes require damage types that haven't been unlocked yet (ie requiring poison before you get a poison character).

Just overall the lock system is supposed to add carefuld decision making to combat about what abilities to use and who to prioritize, but I feel like it almost never works out that way, and instead just makes combat really slow and unfun.