Info about Soulestination:

Official game description:
"Soulestination" is a magic tower (fixed-value strategy RPG) game that incorporates meta elements. Players need to control Rovia as the Savior, fight the enemy in the process of exploring the world, and gradually see the essence of the world.  
The girl Rovia was summoned to the world "Kaladore" and told that she was the new Savior of this world. She accepted the task of saving the world, set off for the Sacred Place in the north of the world. Along the way, she witnessed what is happening in this world on the verge of destruction. At the same time, she will also witness the secrets hidden behind...  
**Features**  
· More than 300 well-designed maps, more than 20 different styles of areas  
· Revealing the essence of the world as you explore further  
· More than 200 enemies, with dozens of different skills. You need to organize strategies for each enemy with unique skills  
· Nearly 30 unique Evil Soul bosses, which require a certain strategy to reduce the damage taken in defeating them.  
· Dozens of unique Weapons and Soul Artifacts. There are countless ways to beat the game.  
· 3 modes of difficulty are carefully balanced, allowing both casual players and hardcore players to enjoy the strategy of this game.  
· Playtime of more than 10 hours. It will surely bring you a strategic feast.  
· Puzzles with metagame element. Be surprised by them!  
Warning: Important decisions will have permanent consequences. Please make every decision in the plot carefully.  
This game contains a demo (3 h+) with the content of the first chapter of the game. If you are not sure whether the game is worth buying, it is recommended to try the demo first.  
You may join the discord by link

Release date: Jan 5, 2021

Categories: Magic Tower, Grid-based Strategy, Puzzle RPG, Turn-based Combat, Resource Management, Meta Gameplay, Boss Rush, RPG Maker Engine


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $2.00 - $11.00
  - Reasoning: The reviews consistently describe the current low price as an undercharge. The specific mention of a 15/6 price with content perceived as worth 80, plus comparisons to a cup of milk tea and comments that the volume makes the price cheap, suggest the community would consider a fair base price well above the discounted tag. Treating the mentioned 15 as CNY and the perceived content value near 80 CNY gives an approximate USD fair band of about $2 to $11; the lower end reflects the 'milk tea' framing, while the upper end reflects the '80 worth of content' sentiment.
- Playtime Metrics:
  - Game completion: 20.0h
  - Story completion: 20.0h
  - Session length: N/A
  - Endgame: 63.0h
  - Reasoning: Multiple reports support a central main completion estimate near 20 hours: one states the process has 20 hours and the story is not simple, another says a first playthrough has about 20h of content, and other clear reports range from 10+ easy hours to 27h simple and 34h with rewinds. I therefore use 20h for both gameCompletion and storyCompletion, since the story is the main progression. The 63-hour report explicitly ties almost all achievements and Hard mode clearing to that playtime, so I treat 63h as the endgame/completionist metric. No review gives a typical session length, so sessionLength is null.
- Time-to-fun:
  - Summary: Players broadly describe the game as engaging almost immediately — easy to grasp and addictive to grind — with early friction coming mainly from newbie-level difficulty, early bugs, and one report of the loop going stale before mid-game.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Steep learning curve for players unfamiliar with magic tower conventions; Brutal early game for complete newbies; Bugs in early versions, with fixes and teleport gates arriving too late for some; Risk of an unwinnable save when gear is poorly allocated later on; Repetitive soundtrack with only one track per zone
  - Unlock drivers: N/A
  - Conditions: Prior experience with magic tower conventions, since newcomers face a much harder start; Tolerance for grinding and repeated back-and-forth map traversal; Willingness to engage with deep stat and route planning, which many find too hard; Playing a build after early bug fixes and added teleport gates; Preference for steady novelty, since one player finds the loop stale before mid-game
- Player Archetypes:
  - Magic Tower Veteran Purist (buy)
    - Motivation: Mastering tight numerical challenge and honoring Magic Tower genre tradition
    - Playstyle: Optimizing stats, keys, and resources, seeking hardcore difficulty modes and comparing balance against classic Magic Towers
    - Experience: veteran
    - Purchase stance: buy
    - Labels: Magic Tower fan
    - Reference games: Never Return; Zanghai Hua; Bright Rugged; Dark Souls
  - Meta-Narrative Puzzle Seeker (buy)
    - Motivation: Experiencing novel meta-narrative twists and clever out-of-the-box puzzle design
    - Playstyle: Hunting meta interactions, testing creative solutions outside the game window, and savoring narrative-mechanic synergy
    - Experience: familiar
    - Purchase stance: buy
    - Labels: meta game fan; puzzle enthusiast
    - Reference games: Undertale; Pony Island; Thimbleweed Park
  - Genre Newcomer (buy)
    - Motivation: Curiosity about an unfamiliar genre and the pull of a fresh experience
    - Playstyle: Learning core mechanics from scratch, relying on beginner advice and adjustable difficulty to push past early walls
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: complete newbie
    - Reference games: N/A
  - Casual Story-Oriented Player (buy)
    - Motivation: Enjoying the story, music, and low-stress, comfortable progression
    - Playstyle: Playing on easy difficulty, adjusting stats to avoid getting stuck, and progressing story-first at a relaxed pace
    - Experience: familiar
    - Purchase stance: buy
    - Labels: casual player; story-oriented player
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Excellent magic tower gameplay (weight 0.66): Reviewers consistently praise the core magic tower gameplay as fun, innovative, and among the best on Steam. Multiple approaches and unique mechanics make it stand out within the genre.
- Unique and varied boss fights (weight 0.57): Boss battles are frequently highlighted for their distinct mechanics, puzzle-like design, and thematic variety. Each encounter feels carefully crafted rather than a simple stat check.
- Enjoyable and fun gameplay (weight 0.43): The game is widely described as fun, enjoyable, and not boring, with addictive early gameplay. Many players find it surprisingly entertaining and worth playing.
- Good overall game quality (weight 0.41): General sentiment is that the game is good, decent, or pretty good overall, with positive experiences reported. It is considered a solid and well-made title.
- Dynamic difficulty options (weight 0.33): The game offers multiple difficulty settings and dynamic adjustment mechanisms that improve accessibility. Easy mode is forgiving for new players, while hard mode provides a challenging, thoughtful experience.
- Soul system is innovative (weight 0.28): The Soul and Soul Bind systems are described as ingenious, novel, and a great addition to the gameplay. They add unique puzzle and progression elements that players appreciate.
- Decent story (weight 0.19): The story is generally seen as okay to well done, with some reviewers finding it above average or better than expected. It is a competent narrative that supports the gameplay.
- Unexpectedly good mechanics (weight 0.19): Players are surprised by the quality and diversity of the game's mechanics, including out-of-game elements. The mechanics are unexpectedly good and add depth to the experience.
- Excellent music and BGM (weight 0.19): The music is consistently praised as fantastic, with excellent BGM throughout the chapters. The boss themes are particularly memorable and enhance the atmosphere.
- Innovative fourth-wall-breaking elements (weight 0.17): The game creatively breaks the fourth wall, surprising players with meta interactions that are well integrated into both story and gameplay. This is a standout feature that enhances the overall experience.
- Strong RPG Maker achievement (weight 0.16): Reviewers are impressed by what the game achieves within RPG Maker, calling it a strong achievement for the engine. It stands out as an excellent example of what RPG Maker can do.
- Moderate difficulty on normal (weight 0.11): The normal difficulty offers a balanced and moderate challenge that most players find enjoyable. It provides a good experience without being overly punishing or too easy.

Common complaints:
- Convenience and usability issues (weight 0.8): Basic features like teleport, map, and monster display are missing, causing tedious backtracking. Settings bugs, save management problems, and UI issues further hinder the experience.
- Story and ending unsatisfying (weight 0.76): The plot is often called thin, poorly paced, and emotionally unengaging, with an abrupt or plain ending. The meta twist feels forced and fails to deliver a satisfying conclusion.
- Frequent softlocks and save corruption (weight 0.62): Many players report getting permanently stuck due to compounding mistakes, lack of safeguards, and save pollution. Bugs, overwriting saves, and no auto-save can make runs unwinnable, forcing abandonment.
- Frustrating equipment and soul system (weight 0.61): The equipment system is overly complex and poorly explained, with inconsistent terms and descriptions. Soul mechanics and resource scarcity often lead to dead ends and forced restarts.
- Difficulty frequently overwhelming (weight 0.58): Even easy and normal modes are often too hard, especially from Chapter 2 onward, with spikes in Chapter 4. Many players find later sections harder than Dark Souls and require guides to progress.
- Poor audiovisual presentation (weight 0.55): The art is rough and often called ugly, with an unappealing RPGMaker style. Music is repetitive or unpleasant, and some zones lack background music entirely.
- Bugs and optimization problems (weight 0.5): Numerous bugs, including crashes, freezes, and mechanics not working as intended, plague the game. Stutters and optimization issues, especially at high resolutions, reduce immersion.
- Puzzles are confusing and unfair (weight 0.48): Some puzzles are poorly designed, overly tedious, or lack sufficient hints. Certain boss puzzles have obscure solutions, like using the square root of the date, making guides necessary.
- Boss fights chaotic and punishing (weight 0.4): Boss battles often have excessive mechanics with no consistent solution, requiring improvisation. Some, like the doll master, are unsolvable without specific builds, leading to frustration.
- Weak characters and world building (weight 0.37): Characters, including the protagonist, feel undeveloped and lack emotional depth. The world is unconvincing and supporting characters are unappealing, making it hard to invest in the story.
- Tedious and exhausting gameplay (weight 0.29): The core loop of killing weak monsters becomes repetitive by mid-game, and the sheer length causes fatigue. Constant planning and trial-and-error drain mental energy.
- Meta elements fall flat (weight 0.29): Attempts to mimic OneShot's fourth-wall-breaking feel forced and unnecessary. Meta elements often feel like busywork and break immersion rather than enhancing the story.
- High barrier to entry (weight 0.28): The game is not recommended for newcomers due to its steep learning curve and niche RPGMaker style. Traditional magic tower conventions may alienate players unfamiliar with the genre.
- Poor translation and localization (weight 0.27): The English translation is spotty, sometimes causing misunderstandings and confusion in puzzles. Some players find it hard to fully appreciate the story because of translation issues.
- Low player agency and choices (weight 0.25): Freedom of choice is limited, with most decisions affecting only minor soul items. The story controls soul bonuses and base stats, leaving little room for meaningful build customization.
- No Japanese language support (weight 0.06): The lack of Japanese support makes it very difficult for players who do not understand English or Chinese to follow the game. This limits accessibility for a significant audience.
- Positive feedback is one-dimensional (weight 0.06): Player positive feedback is relatively single, focusing mainly on overcoming difficulty rather than story or exploration. This may reduce long-term engagement for some players.

Gameplay feedback:
- Magic Tower puzzle RPG (weight 0.78): The game is repeatedly described as a Magic Tower (Mota) game with puzzle-based map progression, condensed puzzle mechanics, and resource management of finite health and keys. It also revives the classic strategy-focused Magic Tower formula, blending RPG structure with deterministic puzzle decisions.
- Boss fights are puzzles (weight 0.72): Boss battles are consistently characterized as puzzles rather than standard action fights, often combining different mechanics or mini-games. Each boss presents a unique puzzle-like challenge with distinct approaches and music.
- Easy difficulty available (weight 0.53): Multiple reviewers highlight the presence of an easy difficulty option, including easy, novice, and normal modes suitable for beginners. The default simple difficulty is noted as very easy with no stuck points.
- Meta gameplay elements (weight 0.33): Meta gameplay elements are introduced throughout the game and are used in its presentation. These meta elements distinguish the experience from a traditional Magic Tower title.
- Chapter-based progression structure (weight 0.26): The game is structured into chapters, with each chapter ending in a boss fight featuring unique mechanics. Chapter four is specifically noted as notably difficult, and boss chapters include mini-games.
- Soul system mechanic (weight 0.26): A unique soul system is present, alongside a Soul Bind system. The soul mechanic grants a major stat boost after several fights but then resets the protagonist to a weaker state.
- More puzzle than RPG (weight 0.21): Some reviewers consider the game more of a puzzle game than an RPG. The focus on deterministic combat decisions and item gathering supports this puzzle-like classification.
- Puzzle mini-games included (weight 0.19): The game contains puzzle mini-games and features puzzles as a core component. Puzzle solving with interactive elements or puzzle box style gameplay is also mentioned.
- Adjustable difficulty settings (weight 0.18): Difficulty can be adjusted by modifying values and lowered at any time. Dynamic difficulty adjustment with multi-level selection is also mentioned.
- Equipment crafting system (weight 0.15): Equipment crafting and synthesis systems are core mechanics, with crafting routes emphasized as important. This adds depth to character progression and resource management.
- Built with RPG Maker (weight 0.09): The game is made using RPG Maker, which is noted by multiple reviewers. This engine choice affects the visual style and technical presentation.

Performance notes:
- Color switch softlock bug (weight 0.07): Switching the color mechanic often fails to grant the corresponding stat increase, effectively softlocking progress. Players can get stuck with no way to advance.
- Dialogue popup freeze (weight 0.07): The game freezes when a mysterious character's dialogue popup appears, requiring a desktop-level workaround. This hard freeze blocks story progression.
- Frequent stutters in castle (weight 0.07): Frequent stutters occur, especially in the castle, despite the reviewer's computer running 3A games smoothly. This indicates a specific performance problem in that area.
- Mouse clicks misaligned (weight 0.07): Clicks register one row below the actual cursor position, breaking interaction accuracy. This makes even basic menu and gameplay clicks unreliable.
- Crash bug (weight 0.07): The game experienced a crash bug. This can abruptly interrupt play sessions and cause loss of progress.
- Transparent map click-through (weight 0.06): In Chapter 4, the transparent map causes clicks to pass through to later layers or even the desktop. This can trigger unintended actions outside the game.
- General optimization problems (weight 0.06): The game has optimization problems that affect performance. These likely contribute to stuttering and other technical issues.
- Settings menu error (weight 0.06): Clicking settings on the start screen sometimes causes an error. This prevents reliable access to configuration options.
- RPGMaker engine limits presentation (weight 0.06): The RPGMaker engine limits the expressiveness of graphics, UI, and operation. This constrains visual polish and interaction quality.
- Undo operation unreliable (weight 0.06): The undo operation sometimes does not work well. This makes it frustrating to correct mistakes during puzzle solving.
- Resolution change fails (weight 0.06): The resolution change option in the menu does not work. Players cannot adjust the display resolution through the in-game settings.
- 4K resolution problems (weight 0.06): At 4K resolution, the game display has some problems. High-resolution users may experience scaling or visibility issues.
- Key repeat issue (weight 0.06): There is a key repeat issue affecting input handling. It can cause unintended repeated actions or menu navigation problems.
- Fullscreen shortcut broken (weight 0.06): Alt+Enter for fullscreen does not work. Players cannot use the standard shortcut to toggle fullscreen mode.

Recommendations:
- Strong recommendation from most reviewers (weight 0.75): The vast majority of clusters express a positive recommendation, with many players calling it must-play or highly recommended. This is the dominant sentiment across the feedback.
- Ideal for magic tower fans (weight 0.38): Multiple clusters specifically target players who enjoy magic tower or WWA-style games, recommending it strongly for genre veterans. Newcomers are also welcomed but with caveats.
- Newcomers can enjoy with caveats (weight 0.29): Some reviewers say newcomers have nothing to lose and can gain experience, but others warn it is not recommended for newcomers or is better suited for experienced players. Difficulty advice is given for first-timers.
- Appeals to strategic RPG fans (weight 0.23): Players who enjoy strategic, turn-based, or puzzle-like RPGs find the game deeply satisfying and rewarding. It offers a substantial journey for those who like methodical progression.
- Great value at low price (weight 0.2): Reviewers frequently highlight the low price and high content volume, making it a worthwhile purchase even for hesitant players. The cheap cost reduces the risk of trying it.
- Niche appeal over AAA titles (weight 0.13): The game is recommended for players who appreciate brilliance in niche games rather than big-budget productions. It caters to those who enjoy small-scale or meta experiences.
- Boss designs are a highlight (weight 0.11): The boss fights, especially the chapter 2 boss, are called out as a must-play experience even for players who might quit later. They are worth recommending on their own.
- Difficulty and min-maxing suggestions (weight 0.1): Reviewers suggest playing on normal difficulty rather than hard for first-timers, and resetting health each Act to reduce min-maxing pressure. These adjustments can improve the experience.
- Mixed feelings on continuing (weight 0.09): One reviewer would rather not continue playing, indicating a lack of long-term engagement for some. Another simply does not recommend the game.
- Optimization and control issues (weight 0.06): A reviewer warns against buying due to severe optimization and control problems in a paid product. This is a notable negative point amid mostly positive feedback.
- Backup and cloud save advice (weight 0.06): One reviewer advises regular local backups and keeping Steam Cloud saves under 300 to avoid issues. This practical tip is useful for players concerned about save integrity.
- Demo recommended for story-focused players (weight 0.06): Players interested in the story are advised to try the demo before purchasing the full version. This helps set expectations for the narrative experience.
- Generic graphics acceptable to some (weight 0.06): One reviewer notes that players should only try it if they don't mind generic graphics. Visuals are not a strong point but can be overlooked by gameplay-focused players.
- Multiple playthroughs encouraged (weight 0.06): The game is recommended for multiple playthroughs, suggesting replay value. This appeals to players who enjoy revisiting content with different strategies.

Other player notes:
- Extremely cheap high value (weight 0.75): Many reviewers highlight the game's very low price and the large amount of content it offers, often calling it a steal or great value. It is frequently compared to trivial expenses like half a burger or a lunch.
- Massive content and playtime (weight 0.61): The game provides a lengthy experience with hundreds of handcrafted stages, dozens of bosses, and multiple chapters. Playtimes range from 20 to over 50 hours, with many reviewers emphasizing the substantial amount of content.
- Responsive developer and frequent updates (weight 0.4): The developer is highly responsive to player feedback, actively engaging in comments and email bug reports. Patches and bug fixes are released quickly, sometimes daily.
- Made with RPG Maker (weight 0.33): The game is built using RPG Maker, and its visual style is reminiscent of RPG Maker games. Some reviewers note the art style is decent for the engine, though others find it cheap-looking.
- Comparisons to other magic towers (weight 0.29): The game is frequently compared to other magic tower games such as Everlasting, Buried Sea Flower, and Tower of the Sorcerer. Some find it falls short in story and characters, while others say it surpasses them in uniqueness.
- Good story and atmosphere (weight 0.25): The game features a story-driven experience with consistent atmosphere from soundtrack and sound effects. However, some note the story is minimal and skippable, not the core of the genre.
- First magic tower on Steam (weight 0.22): Reviewers note that this is the first magic tower game published on Steam and considered one of the best in the genre. It is also the first work from the Tieba community to appear on Steam.
- Translation quality varies (weight 0.21): The English translation is described as wacky, spotty, or very approximate at times. Some reviewers find it consistently intelligible but subpar, while one notes it is perfect.
- Niche genre but out-of-circle potential (weight 0.2): Magic tower games are a niche genre, and the retro framework may seem niche initially. However, reviewers see potential for this game to appeal beyond the niche audience.
- Save system issues and workarounds (weight 0.2): The game uses save encryption and the save folder contains many autosave files. Some reviewers mention limited Steam Cloud storage and the inability to manually delete saves, offering workarounds for recovery.
- Solo or small team development (weight 0.18): The game was developed by a single person or a small team, not a big company. This indie background is often praised for the effort and quality achieved.
- Visual style and presentation (weight 0.16): The visual style is reminiscent of the flash game Enchanted Cave, with RPGMaker-inspired character sprites and tile-based environments. Some find it cheap, but it is considered good for the engine used.
- Music and sound quality (weight 0.14): The soundtrack and sound effects provide a consistent atmosphere, with BGM being a notable highlight for some. However, each zone typically has only one music track, and a few tracks are considered bad.
- Difficulty and balance (weight 0.14): The game has a difficulty setting that can be lowered to easy. Some reviewers note balance is not great but acceptable, and late-game difficulty is compared unfavorably to Dark Souls.
- Demo available with substantial content (weight 0.13): A demo is available that consists of the entire first chapter, offering roughly 5-10 hours of playtime depending on decision speed. This provides a substantial preview of the full game.
- Meta elements and fourth-wall breaking (weight 0.13): The game attempts fourth-wall-breaking similar to OneShot but fails to match it. Reviewers suggest meta elements are better as a hook than a main theme, following a recent trend after Undertale.
- Developer engagement and community (weight 0.13): The developer engages with the community through comments and email, even personally assisting with save file issues. The game is created by a well-known Tieba figure with acknowledgments to community members.
- Story and characters compared to others (weight 0.13): The game's story and characters are compared to Everlasting and Buried Sea Flower, falling short. The world is compared to Warhammer's grimdark setting but even worse with no likeable characters.
- Minor gameplay details (weight 0.12): There is no teleport option, but this seems to be addressed in the next game. The ending involves walking back, and the game uses save encryption. These are minor points noted by reviewers.
- Similar to Desktop Dungeon and Dream Quest (weight 0.09): Reviewers find the game similar in spirit to Desktop Dungeon and Dream Quest. This comparison highlights its roguelike dungeon-crawling mechanics.

Emotions:
- Frustration (weight 0.26): Players report severe difficulty spikes, especially on hard and very hard modes, with bosses that cannot be solved through normal builds. Frequent softlocks, scarce resources, excessive backtracking with no teleport option, and numerous bugs such as save corruption and translation issues make progression feel punishing and unfair.
- Disappointment (weight 0.12): The story and characters are widely seen as weak, rushed, or poorly translated, and the ending feels bland and unsatisfying after a long build-up. Graphics, music, and display issues further reduce immersion, leaving players let down by the overall narrative payoff.
- Enjoyment (weight 0.12): Players find the magic tower gameplay fun and addictive, with satisfying grinding, clever meta elements, and excellent boss mechanics. The strategic RPG loop, equipment combinations, and fourth-wall-breaking twists keep the experience engaging and time flies by.
- Satisfaction (weight 0.12): Overcoming difficult challenges through system mastery and trial-and-error feels deeply rewarding. Crafting builds, discovering advantageous paths, and finally beating the game after lowering difficulty or refining strategy provide a strong sense of accomplishment.
- Appreciation (weight 0.1): The game is praised for its thoughtful design, diverse mechanics, and unique soul system. The developer is responsive to bug reports and updates, and the music, puzzles, and non-generic bosses show a level of care that players deeply value.
- Admiration (weight 0.1): Players are impressed by the depth of the story, the creative soul and soul bind systems, and the developer's technical skill in boss design. The fourth-wall-breaking elements, worldbuilding, and transparent maze design exceed expectations and showcase remarkable creativity.
- Enthusiasm (weight 0.04): The creative meta elements, accessible difficulty, and varied boss battles generate strong enthusiasm. Players want to promote the game and especially love the soul mechanic and the red sea BGM, which they loop repeatedly.
- Interest (weight 0.04): The meta elements, soul system, and unique boss battle mechanics make the game very interesting to play and explore. Even on easy difficulty, the game offers engaging puzzles and map-pushing mechanics that spark curiosity.
- Excitement (weight 0.04): Discovering the depth and replayability of the Tower of the Sorcerer genre, along with stunning boss designs and deep decision-making, generates genuine excitement. The high complexity ceiling and wild chuunibyou setting keep players thrilled.
- Annoyance (weight 0.03): Frequent bugs force constant saving, and small annoyances like repetitive music, boring boss room puzzles, and bad mouse adaptation cause irritation. The author's high involvement and certain design choices also add to the annoyance.
- Gratitude (weight 0.03): Players feel grateful for the developer's personal help with save file issues, quick bug fixes, and consistent communication. The dedication to creating an impressive game and supporting the community is warmly appreciated.
- Amazement (weight 0.02): The meta boss fights that change PC time or move the game window, the clever save file linkage, and the fact that a single person developed most of the game leave players amazed. The creative boss designs and deep meta elements showcase extraordinary talent.
- Surprise (weight 0.02): The fourth-wall-breaking setting and out-of-game mechanics like dragging the screen outside the monitor surprise players. Many are also surprised by how fun the game turns out to be despite initial expectations.
- Joy (weight 0.02): Thoughtful map and boss designs, strategic gameplay, and excellent BGM bring joy to players. The overall experience is highly enjoyable and leaves a positive, uplifting impression.
- Amusement (weight 0.02): Expecting a cute girl RPG but instead getting a graph theory optimization problem amuses players. Streamers and viewers also find humor in spamming 'fast forward to defeat CG' during broadcasts.
- Dissatisfaction (weight 0.02): The ending sends Luowei back after a few words and leaves the world destroyed, which fails to live up to the grand counterattack built up over dozens of hours. Players feel the conclusion is unsatisfying and anticlimactic.
- Confusion (weight 0.02): The ending's point is unclear because it mirrors Chapter 3's rescue, leaving players puzzled about its meaning. Inconsistent equipment text descriptions further add to the confusion.
- Engagement (weight 0.02): Strategic resource management and forward planning make progress feel purposeful and keep players engaged. The later story and boss fights become increasingly interesting, making perseverance feel worthwhile.
- Boredom (weight 0.02): Reading the large number of books in the library is tedious, and the repetitive gameplay loop of killing weak monsters becomes boring by mid-game. The lack of variety in these activities leads to boredom.
- Dislike (weight 0.02): The equipment system causes excessive losses from wrong equipment choices, which players dislike. Some also generally dislike meta elements, finding them unappealing.}