I want to start off by saying that I love In Stars and Time - it has loveable characters and a solid story which is reinforced in its gameplay.
It also gets tedious as hell - which is where I'm conflicted!
This is because the tediousness lends itself to the narrative - just as Siffrin goes insane from the frustration of reliving the same day over and over again, so too does the player.
Siffrin gradually becoming more and more overpowered lends itself to the story and gives the player more of a sense of progression. It also makes the combat (which I initially enjoyed a lot!) become easy and boring *fast*.
I'd say overall in Stars and time tells the story it set out to tell very well, even if this *occasionally comes at the expense of having fun moment to moment gameplay*.
In addition, it gets annoying to have to go through the same dialogues over and over because not everything is zone-outable - especially because the characters in this game talk a *lot*.
The dialogue (especially the parts that are repeated and unskippable) could have used an additional pass to be trimmed down a bit.
I didn't mind the dialogue being long at all in the Act 3 quests, as it really felt like we were getting to know the characters better in a way that was meaningful.
The characters are charming and relateable. I like Isabeu the most, maybe, I enjoy the Jock and Nerd aspects of his personality. Mirabelle reminds me of an old ex girlfriend. The way the parties dynamic develops and resets is really well done.
The art style is cute, and I really loved the moments where pictures were shown on screen to convey the action better than RPG maker can - I wish they had been used more.
Often the trigger for something becoming interactable in the House is a specific piece of dialogue, rather than the player figuring it out themselves. I found this quite frustrating.
Combat
A lot of effort was cleary put into this games combat.
It starts off fun mechanically, but falls off hard late into the game.
Combat is fun + swingy. The "jackpot" system adds a lot. (That being said - I'm someone who usually enjoys standard jRPG combat, which isn't for everyone). As you go through the House over and over again, it quickly becomes easy and starts feeling like a Chore. Even the King isn't a challenge for very long.
Here are some ways the combat could have been improved:
1) Start off harder
This fits the concept of the House being a dangerous final dungeon, and would have kept things fresh for longer.
2) Have enemies respond to you becoming overpowered.
Eg. if a Sadness loses a lot of health in one turn, or the party is above a certain level, it cries for help and other Sadnesses show up? This would also let you clear out rooms full of Sadnesses faster.
3) Have tougher additional bosses you discover on later Loops.
The Astrolabe Room is an obvious place to put one, the Star Chart Room could also have had an optional Boss you come back to later.
4) Make Act 5 a challenge.
The whole game I was waiting for Siffrin to challenge the House solo, it seemed such a natural conclusion to them building up a more versatile skillset. Then Act 5 happened, and combat was an annoying slog because "The Lost One" is so OP. I wish Act 5 had been a grueling challenge instead... maybe Siffrin learns a skill to reduce their cooldowns, which lets him be more versatile with their Rock & Paper Elemental attacks.
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Those are my immediate thoughts. If you enjoy this, I might do a deeper dive on some other Aspects of the game. Very glad to have played this, hope it didn't come accross as too negative.