I got quite far into the main story, I think. My save file reads Mugen City, Izuna level 38. However I put the game on hold a few days ago for a few simple, largely personal reasons.
Reason 1 – My roguelike itch had already been scratched by Dungeon of Windaria right before I started Izuna 2. That’s why I say I2 is only on hold, not dropped, because even though I really really don’t feel like playing it now, I’m sure in another 3 or 4 months I’ll start feeling like a roguelike again and then maybe I’ll go back to it. Maybe. If something doesn’t cut in on it first.
Reason 2 – Izuna 2 is too much work compared to the simplicity that was Windaria. Pick up items, pick up weapons, get talismans, stick it on, take it off, put it back, go home, come back, put things in storehouse, take them out again, buy stuff, sell stuff, repair stuff, etc etc. So much work compared to just being dropped in the wilds to fend for yourself.
Reason 3 – Roguelikes don’t really need stories but if you insist on putting one it, at least try to make it interesting. We’re supposed to be looking for Shino’s long-lost sister, but every stage is just “Thank you Mario, but the princess is in another castle!” ad nauseam. And then Shino gets all emotional and ditches the party and now we’re looking for her and it’s like Maaan, do I haave to?
Reason 4 – There’s a pretty big jump in difficulty between dungeons. Do… do they expect me to grind? Chances are Izuna’s level and current weaponry won’t get very far in a new dungeon, so you basically have to do the lower levels over and over again until you’re strong enough to take on the boss. I used to think a roguelike where you could keep your levels was a good thing, but the flipside is that raw levels now matter a lot more than they do in other roguelikes. It’s a pain I don’t really want to deal with.
Reason 5 – The new “tag team” system where you take two characters adventuring instead of one. You can switch between them almost at will and use a combo attack as well. The idea is good. There’s more room for experimentation for one thing. That’s a good thing. The problem is that all the party members start at level 1 (and you get most of them when Izuna is around level 15) and must be leveled up separately.
So… you want me to go back to the first dungeon and grind up 10 different characters? No. Way. Who has that much time? I’ll do one character, okay? Just one. So I took Shino. Went back to the first dungeon. Managed to get her to a usable level. Weak, but usable. My reward? First she dies half the time, then three or four dungeons later she gets mad about something and leaves the party. Gee. ….. …….*sigh*
Long story short, it’s not exciting and I’m not in the mood. Saved for later.
Reason 4 is why I generally don’t play JP Roguelikes unless I want a time-killer – The flipside of “Wow, I can keep my levels so the game gets easier over time” is that it can be read as “What level am I expected to grind to in order to beat the game?” – at least with the non-carry over ones you can conceivably win on a fresh save file if you’re familiar with the game enough
Yeah. The RPG gamer in me was initially attracted to levels because they were familiar, but a roguelike is a whole ‘nuther beast that works better with a different set of rules.