Info about Last Saintess:

Official game description:
  
"The Temple of Discipline dedicated to Undiana, the Goddess of Discipline...  
However, in the goddess' indifference, they disappeared one by one."  
"And here in Andalun, the last remaining temple of order was also  
dying its light due to the undead from the tomb of the traitors."  
"From now on, everything will be their end..."  
Claire, the last remaining priest, decides to risk life with the soldiers  
to fight against the undead for the safe evacuation of the villagers.  
The offensive of the undead begins.  
Gather holy power to summon soldiers and strengthen the starlight of Hellendil to defeat the undead.  
If the undead destroy this place, it will be game over.  
▷ Charming characters  
▷ Character Tower Defense  
▷ Game Mode: Story Mode, Endless Mode  
▷ Various skins and specials that can be unlocked while playing

Release date: Apr 9, 2023

Categories: Tower Defense, Real-time Strategy, Character Progression, Character Customization, Single-player Story, Endgame Content, Grind-focused Gameplay


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


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:
- Attractive character and unit designs (weight 0.78): A significant number of players appreciate the game's character models, especially the main protagonist and various units, often citing their attractiveness and 'sexy outfits.' These visuals contribute to an unexpectedly enjoyable experience.
- Great value, casual fun (weight 0.75): Players find the game offers excellent value for its low price, providing many hours of enjoyment. Its straightforward nature makes it ideal for casual play and short sessions, often exceeding expectations given its cost.
- Deep progression and replayability (weight 0.72): The game features an enjoyable progression system with many unlocks, including new abilities, relics, units, and permanent upgrades. This grinding loop, combined with varied levels and challenges, makes the game more tactical and addictive over time, encouraging extended play.
- Addictive Tower Defense gameplay (weight 0.56): The game successfully delivers a fun, challenging, and often addictive Tower Defense experience. Players enjoy the genre's mechanics, noting its appeal with unique summoner-like elements and strategic depth.
- Enjoyable challenge modes (weight 0.17): Players find specific missions and the dedicated challenge mode highly enjoyable and engaging. These modes offer significant strategic depth and require careful planning, often feeling like the main content for extended play.
- Fun protagonist skill upgrades (weight 0.11): Players enjoy upgrading the main character's skills, finding the process engaging. The freecam mode is also appreciated for viewing Claire and other units during gameplay.
- Consistent developer updates (weight 0.1): The frequent updates from the developer, including new maps and costumes, are positively noted by players. This ongoing support encourages continued engagement and indicates a commitment to improving the game.
- Overpowered Sanctuary skill (weight 0.09): The Sanctuary skill is noted for being exceptionally powerful, potentially allowing for infinite damage or soloing enemies. Its mechanics, such as attack judgment before MP decrease and hit-stop, make it a dominant ability.
- Developer's strong track record (weight 0.09): Players recognize the game as another successful title from developer eTiRUe. This contributes to a positive perception of the game's quality and suggests a reputable developer.

Common complaints:
- Unbalanced Difficulty & Tedious Grind (weight 0.95): Players consistently highlight extreme difficulty spikes, particularly in the story mode and later stages, which makes progression frustrating. The game requires excessive and often boring grinding to unlock new units and upgrades, forcing players to repeat the same difficult levels numerous times. The early game is especially unforgiving due to this design.
- Unpolished & Lacks Content (weight 0.92): Players report the game feels generally mediocre, unpolished, and buggy, with underwhelming graphics and UI issues. The overall content is very limited, resulting in short playtime, repetitive gameplay, and an abrupt, unsatisfying story ending. Basic features like voice acting are also missing.
- Critical Gameplay Mechanics Broken (weight 0.5): Several core game mechanics, such as unit attack speed and priest healing calculations, are reported to be non-functional or inconsistent. Players experience game-breaking bugs where units spawn dead, freeze, or have equipment/skills that offer no actual effect, severely hindering gameplay and progression.
- Poor UX & Missing QoL Features (weight 0.42): The game's user experience is significantly hampered by poor, often machine-generated translations and the absence of a crucial speed-up/fast-forward function, which makes lengthy, repetitive sections more tedious. Additionally, unit placement and movement controls are clunky, and many items or design choices are deemed useless by players.

Gameplay feedback:
- Grind for progression and unlocks (weight 0.75): The core gameplay involves a repetitive loop of short story missions (approx. 30-90 minutes) where players earn points. These points are crucial for extensive upgrades to units and skills, which are necessary to overcome increasing difficulty. This system is described as grind-heavy but eventually rewarding, leading to game completion and cosmetic unlocks.
- Key Unit Strategies Emerge (weight 0.49): Players have developed specific, effective strategies for success, notably emphasizing the power and AOE damage of Greatsword units, which can become nearly unkillable with proper upgrades and lifesteal. The 'Siren' level is frequently cited as a major difficulty spike, requiring tailored unit compositions (e.g., specific healers, high-level fighters, multiple ranged units) and tactics to overcome its challenging units.
- 3D Tower Defense Hybrid (weight 0.3): The game is primarily a 3D tower defense experience where players defend a target, such as a statue or village, against enemy hordes. A distinguishing feature is the player's direct control over a protagonist who actively summons, heals, and upgrades units, adding a dynamic, real-time strategy element to the genre.
- Extensive Challenge Mode (weight 0.25): Beyond the relatively short story mode, the game offers a significant 'Challenge Mode' which players consider the main content. This mode introduces additional gameplay elements, requires multiple clears to fully unlock, and is closely tied to the game's achievement system, contributing to an estimated 27-30 hours of total playtime.
- Varied Units & Customization (weight 0.19): The game features diverse unit types, ranging from standard fighters to more unique characters, which are unlocked progressively. Players can extensively customize these units through leveling, equipping gear, runes, and accessories, which provide various stat buffs and perks. Direct interaction with units is required to equip items and manage their attributes.

Performance notes:
- Optimization Issues Suspected (weight 0.03): Players suspect the game may have optimization problems, potentially leading to performance issues. This feedback is based on limited information and suggests further investigation is warranted to confirm the scope of any such issues.

Recommendations:
- Demand for Content & Updates (weight 0.37): There is a strong desire from players for ongoing developer support, including new stages, expanded story content, additional unit types, and bug fixes. Many express hope for a sequel or meaningful DLC that adds gameplay rather than just cosmetic items.
- Great Value for Low Price (weight 0.21): A significant number of reviews highlight the game's affordable price as a primary reason for recommendation. Players feel the game offers good entertainment value relative to its low cost, making it a worthwhile purchase despite any shortcomings.
- Gameplay & Quality-of-Life Improvements (weight 0.21): Players offered specific suggestions for improving the gameplay experience, such as balancing early stage difficulty, better item management, and adding an option to skip opening cinematics. There were also tips regarding perk unlocking and recommended item usage before patches.
- Mixed or Negative Sentiment (weight 0.19): A notable portion of feedback expresses negative or cautious sentiment, with players advising against purchase or calling the game a 'hard pass'. Some recommend buying only on deep discounts and being aware of refund options, indicating potential dissatisfaction or concerns about value.
- Niche Fan Service Appeal (weight 0.1): The game strongly appeals to players looking for 'fan service' elements and 'female characters in pantyhose', with some even suggesting further content like replacing zombie models with female ones. This aesthetic aspect is a key draw for a segment of the audience.
- Suitable for Casual Play (weight 0.06): Some players recommend the game for short play sessions, describing it as a good way to pass 30 minutes to an hour. This suggests its appeal lies more in casual entertainment rather than deep, long-term engagement.
- References to Other Titles (weight 0.04): Reviewers occasionally recommend exploring other games from the same developer (eTIRUe) or suggest a specific play order for their series. This indicates a broader appreciation for the developer's work, rather than specific feedback about this particular game.

Other player notes:
- Conflicting explicit content expectations. (weight 0.24): Players have contradictory expectations regarding explicit content. While some explicitly state the game is not an H-game and lacks explicit material, others were drawn to appealing visuals or expect to find erotic content, suggesting a potential mismatch.
- Detailed gameplay and UI suggestions. (weight 0.15): Several specific suggestions were made to improve gameplay and user interface, including enhancing story/challenge modes, UI changes for point display, and new mechanics for artifact combination and skill slots. This feedback is highly constructive and actionable.
- Demand for character customization. (weight 0.13): Players frequently express a desire for more character customization options, specifically requesting additional outfits and a variety of stockings. This indicates a strong interest in aesthetic personalization.
- Feedback on game duration, structure. (weight 0.12): Feedback indicates a relatively short completion time (10 hours for 100%, 90-120 min minimum) and a single-round game structure. Additionally, a specific 30-minute siege stage often requires multiple attempts, hinting at pacing or balancing considerations.
- Player awareness of developer. (weight 0.07): Players are aware this is one of the developer's older titles and express anticipation for future games. This indicates a positive perception of the developer's work and potential brand loyalty.
- Save file modification possible. (weight 0.05): Players have discovered methods to edit save files, specifically modifying the 'EXTRA_Point' field. This could allow for cheating or provide a basis for community modding, depending on developer intent.
- Concerns about adequate playtesting. (weight 0.04): A player expressed doubt regarding the thoroughness of playtesting, suggesting potential overlooked issues with game balance, bugs, or overall player experience. This is a specific concern that warrants investigation.
- Game feels raising simulation. (weight 0.04): Some players perceive the game as having characteristics of a 'raising simulation game' (育成ゲーム). This descriptive feedback helps categorize the core gameplay loop from a player's perspective.
- Graphics are merely okay. (weight 0.04): The game's graphics are described as 'okay but nothing more,' suggesting they meet basic standards but do not stand out as a highlight or unique selling point.
- Wish for anime adaptation. (weight 0.03): A player expressed interest in seeing an anime adaptation based on the game's character and story. This indicates strong character appeal but is a fan wish rather than direct game improvement feedback.
- General statement on pricing. (weight 0.02): One comment stated, 'there are no bad games, only bad pricing.' This general sentiment, while not specific to in-game issues, implicitly links player satisfaction to the game's cost-value proposition, based on limited and general feedback.

Emotions:
- Satisfaction (weight 0.2): Players feel satisfied due to the enjoyable and often addictive core gameplay, character progression, and strategic depth, especially when discovering effective strategies or mastering challenges. This is frequently coupled with appreciation for the game's value for money, appealing character designs, and a sense of accomplishment from completing content or seeing developer improvements.
- Frustration (weight 0.2): Frustration stems primarily from severe balancing issues, including inexcusable difficulty spikes and mandatory grinding, which impede progression. This is exacerbated by numerous bugs, poor controls, non-functional mechanics, and the absence of quality-of-life features like a fast-forward option, making the gameplay experience repetitive and unrewarding.
- Disappointment (weight 0.16): Disappointment arises from the game's perceived low quality and poor execution, often falling short of player expectations regarding content, technical polish, and gameplay depth. This includes issues like limited game length, repetitive level design, poor character modeling, missing desired features, and a general lack of quality-of-life improvements or responsive development.
- Enjoyment (weight 0.11): Players experience enjoyment from the game's addictive and engaging core gameplay loop, especially the strategic depth offered by combining characters, skills, and items in the tower defense auto-battler style. The rewarding progression system, attractive character models, and a sense of fun and challenge further contribute to a positive overall gameplay experience.
- Hope (weight 0.05): Hope is expressed through a strong desire for future content additions, including sequels, new features, and ongoing updates. Players anticipate improvements in game polish, bug fixes, and better translations, demonstrating a belief in the game's potential for continued development and support from the developers.
- Excitement (weight 0.03): Excitement is generated by the thrill of strategic gameplay, particularly in challenging missions or when experimenting with new unit upgrades. Players are also excited by the game's potential for future development, the visual appeal of its characters, and the anticipation of unlocking new content or features.
- Boredom (weight 0.03): Boredom is a result of repetitive and monotonous core gameplay, particularly in the early stages, exacerbated by a lack of engaging content or story. The absence of a fast-forward option for long, uninteresting rounds also contributes significantly to this feeling.
- Desire (weight 0.02): Players express a desire for more variety and depth in content, specifically wishing for diverse monster skins, unit types, and expanded story. There is also a strong demand for quality-of-life improvements, system reworks, and more cosmetic options, including fashion and extended challenge mode duration.
- Appreciation (weight 0.02): Appreciation is primarily directed towards the game's reasonable and affordable price point, which provides good value. Players also appreciate the quality of the developer's work, the attractive character models, and specific visual aesthetics, such as female characters in stockings.
- Anger (weight 0.02): Anger stems from profoundly poor game design, including horrendously unbalanced enemy waves and irritating mechanics, which players perceive as signs of a 'cash-grab'. This frustration is intensified by unaddressed bugs and a lack of developer updates, leading to a strong negative reaction.
- Surprise (weight 0.02): Players experience surprise when the game unexpectedly exceeds their initial expectations regarding its enjoyment, depth, and overall quality. This often includes discovering more content or a longer playtime than anticipated.
- Engagement (weight 0.01): Engagement is driven by the game's addictive nature and strategic depth, particularly in the more hectic later stages where players must carefully build and combine units. The unique 'healer musou' playstyle also contributes to a captivating gameplay experience.
- Confusion (weight 0.01): Confusion primarily arises from the lack of an adequate tutorial or manual, leaving players uncertain about core game mechanics like bullet speed and attack speed. Specific design choices, such as the acquisition and power of the Siren character or initial item equipping, also contribute to this bewilderment.
- Analytical (weight 0.01): This emotion reflects players' tendency to engage in detailed analysis of game mechanics, strategy optimization, and specific game systems. It also includes providing technical workarounds or comprehensive explanations of bugs and their observations within the game.
- Anticipation (weight 0.01): Players feel anticipation for future content and potential updates, such as multiplayer, believing these additions will enhance the game. There is also an anticipation for the challenge the game presents, especially for those who enjoy difficult experiences.
- Acceptance (weight 0.01): Acceptance involves acknowledging the game's limitations, such as plain graphics, okay gameplay, limited content, and existing bugs, without severe negative emotional reaction. This often includes a willingness to endure the grind, sometimes finding it suitable for multitasking.
- Helpfulness (weight 0.01): Helpfulness is demonstrated by players actively creating and sharing detailed strategies, analyses, and guides to assist others with the game's difficulty or complex mechanics.
- Accomplishment (weight 0.01): Accomplishment is solely derived from the successful achievement of 100% completion within the game, indicating a high level of dedication and mastery.
- Sarcasm (weight 0.01): Sarcasm is used to express disbelief or criticism, often through rhetorical questions or an ironic tone, regarding perceived illogical or poor game design choices, such as why strong units might still lose.
- Challenge (weight 0.01): The feeling of challenge arises from significant difficulty spikes in the late game and the requirement for multiple playthroughs or extensive enhancements to make the game genuinely playable.}