Review scoopings 4/5 · Feb 14, 2026
Beautiful And Interesting, But Combat Doesn't Click With Me. Boss Battles Most Of All
These intro sprites are so... ambiguous lol. Like I can't tell what each is supposed to be good at or what weapons they use :-p Luckily they're described in the follow up screen. Tho I can't seem to go back after seeing the actual class lol so now one is named KeviAA.
Interesting how there is such different gameplay and …
These intro sprites are so... ambiguous lol. Like I can't tell what each is supposed to be good at or what weapons they use :-p Luckily they're described in the follow up screen. Tho I can't seem to go back after seeing the actual class lol so now one is named KeviAA.
Interesting how there is such different gameplay and what needs to be done depending onw ho your main character is etc. Lots of replayability taht way. It would be nice to do this 2 player with my husband too.
Yesss absolutely beautiful fire animations and colors of the house. The music is pretty solid so far. Everything is very high-quality for SNES, tho I'm wondering if I will get through the whole game as I am nearing the end of 95 and PS1 etc etc. But it's very well-made. I can't believe they didn't localize it...
Early Game
I was gonna complain about the slow walking but then discovered the dash button. They have it all! Good signs so far! I just hope I click with the combat better than its predecessors.
I don't love the menu navigation but it's not bad, and it's pretty if a bit cluttered.
I lvoe the coziness Feel throughout the game so far, the way the lights shine from inside during nighttime, the frequent fire animations, yes yes yes. I love diagonal movement. etc etc. Lots ot praise so far. I can't screenshot the fire animations, but the coziness is evident here: 
I'm very curious about the other characters' starting plot, like the Amazoness and the Cleric and the Magician.
Every screen is so ornate and beautiful.
Hmm I don't love how the combat changes your movement but I think I will get used to it. And not inl ove with the music out in the forest area
Yea I really like this so far. The combat is a bit wonky (I was so excited to see what looks like combos when I'm not actually hitting somethingbut suddenly I get super slow when actually making contact) and still relies on the whole walk away then attack then walk away then attack mechanic of the old ones, but it's flowing better and I need to delve into the manual to better understand it I think. Excited to explore this world and hopefully have my favorite of the Manas so far! (Nice this site has a nice explanation since there is no manual lol, at least in English that is). I've been needing a good new game besides Picross, so I'm excited ot have started this tonight!
I read that this game is hard (and I'm sure it will become so later), but it seems quite forgiving with the recovery options along the way in enemy-ridden areas and never too large of those areas. I haven't had to grind yet. But I wonder what the bosses will be like and if they will exacerbate my meh-ness about the combat
Nice QoL feature that you can push npcs out the way :-p
I like that this is complex in that there are days of week, times of day, different characters that change how things happen but I can also just play it and have fun. I have only had to vaguely reference a guide and even then that was just to make sure I haven't missed anything. And the days of the week etc haven't seemed to stop me from progressing the plotline which always annoys me when they added that feature in games (plus this ahs a nice Inn feature to decide what time you want it, many way later games handled this more poorly imo). And the way the characters change things makes me very curious about replaying. My only worry is if the combat can hold up for me cuz no way I would replay if I don't end up clicking more with the combat. Otherwise, the Look Feel Sound etc. is all spot-on to make that possible and have this grow as a Favorite. (And for the most part the combat has clicked, I like reaching across areas they are stuck around, but the direct combat is a bit meh and sluggish I hope as my agility grows I'll change my mind, or I can switch to Carlie I guess now that I have her. I don't like how there's a delay in starting the combat when you enter an area and see an enemy, I also don't like the delay for a treasure chest to spawn cuz I'm often rushing off)
Ok the difficulty is definitely rising here. But it's also the combat mechanics that are holding me back . Hmmm. Time to read a bit more in case I'm missing something but I guess it's the ol' Mana aspect of "charging up" /waiting between attacks in an awkward way. Time for some grinding.
Yeah eh the first boss... really brigns out the clunkiness and awkwardness of this combat system. The way things stop for special attacks, the way you aim awkwardly. (Ah, just read about hwo important it is to upgrade gear, and I haven't)
As much as I am not in love with the combat, I do giv e credit to its QoL faetures and ability to kind of just let the party do it for me now that I have a full party. It wasn't how I wanted to play, since it's an ARPG/action-adventure, but it will do. Since the Look, Sound, and Feel are good enough to warrant pushing through anyway.
First negative QoL thing I've noticedf so far is buying and equipping is a bit more of a chore than it needs to be. And the delay of the graphics loading as I scroll down the equipment slots is not a good vibe. Remidns me of the delay in much of the combat loading too. Sometimes extra graphics aren't what is needed when equipping, just show me the stats... or better yet let me equip from the store screen and quickly switch characters etc.
As much as I really really love the Feel of this game (I am in the Dwwarf Village and love the tune and love the Tomba-esque, FF-esque, Dragon Quest-esque, just so many-esques lol vibe), I just am not sure if I should push through a game that I don't love the combat of (and am most giving credit to that you can just let AI take care of it) plus the store/menu/equip situation (the delays and tedium in that is just unacceptable tbh). Even if I move on this deserves at least a 4 star and it really is excellent.
Overall I've just accepted that the battles I will jsut press A and allow AI to do its thing, except for boss battles. But I really don't get these boss battles. They take so many hits and theyir mechanics seem meaningless. The special attacks being unavoidable feels... super lame.
Welp that's it for me. The mole? boss is super lame. And apparently all the bosses will work like that. I think I can see how it's likable in that it's akin to a turn based RPG with special attacks being unavoidable, but this would bem uch more fun, especially as a two player game, if we could try to dodge the falling boulders etc. Or at least prepare/move out of the way by way of an animation signaling they are about to use their special attack etc. What it becomes is either just pressing A and using my Cleric to heal periodically, or trying to engage in some sort fo mechanic by attacking, stepping back adn waiting till I can attack again, then attacking, using charged attack when can, etc. But that just isn't a mechanic I enjoy or find interesting. I will add it to RPG Replay though because there is a lot about this I like. The boss battles, adn the combat system in general (tho the random encounters could've been managable, so it's really the boss battles), ruined it for me.
Look: 9/10 Absolutely gorgeous aesthetic and colors
Sound: 9/10 I hadn't tired of it even as I got frustrated with the meaningless-feeling combat.
Play: 7.5/10 I wanna give this an 8+ because the QoL features are excellent, the dash is excellent, the concepts are great. But the menus, the equipment/purchasing process, the boss battles, even the regularly combat that I resorted to a simple holding A after a while instead of engaging with it as an ARPG... I can't justify an 8+
Feel: 8/10
Attachment: 8/10
Overall: 8.3/10
Completion: Fighting Jewel Eater
Playtime: 3.5 hours