The biggest mistake I made when playing became obvious during the third dungeon. The interesting and fun part of Vivid Knight comes from all the behind the scenes work you have to do. From there, you head right back into the action. After clearing a dungeon, you’re pushed back to the home screen to either spend crystals on Kingdom Grimoires, which function as a sort of gacha system, or to start a “new game.” New games are just new dungeons. Well, sort of.Įvery dungeon gives you 30 crystals as a first-time completion bonus, and it’s possible to find more crystals within dungeons and their treasure levels. Party members cycle through their skills automatically until the battle is done. You set your party members and when skills are off cooldown, you make your avatar set up a shield, randomly attack or cast a buff. The combat system is neither varied nor complicated. That simplicity is one of Vivid Knights strongest points. Like I said, Vivid Knight is simple until you really consider its gameplay mechanics. With a rather simple premise, Vivid Knight tasks you with making your way through multi-floor dungeons to collect gems and defeat the boss. And yet, Asobism’s Vivid Knight has me rethinking those past decisions. I rarely pick up games in which that’s the main selling point. Despite liking a few dungeon-crawlers and roguelikes over the years, I’ve never considered myself a fan of the genre.
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