Judge 1: Darrman
The chapter was fairly simple – climb the villain’s tower and fight off the occasional enemy. There really isn’t much to say here. All units have B-rank supports with each other (aside from one A-rank), so massive support bonuses are the way forward. In addition, combat experience is disabled.
I can only assume the character portraits come directly from Omori, as does the map theme. Most other assets originate from vanilla.
I must confess that I have not played Omori, so there are almost certainly references to the game I don’t get. The bad guy stole someone’s camera, so his friends decide to get it back. Along the way the bad guy brags about her genius while giving away door key locations. After seizing a monster appears and the lord wakes up, without much in the way of explanation – though my gut tells me I wouldn’t need one if I was familiar with the source material.
I tried to see if there was a different ending, but warp-skipping the second door led to a crash on seize and killing the monster by depositing the 1-2 knife into storage is acknowledged as a bug.
Total Score: 9/20
Judge 2: MCProductions
This map is 4 corridors with enemies in each one with a “puzzle” blocking you from accessing the next one, the solution to said puzzles is explained in great detail in the story. Several interesting tools are given to the player however, and enemy quality is just high enough to where I don’t end up turning my brain off but also don’t get needlessly frustrated either, so credit where credit is due.
While I have never played Omori personally, one quick google search shows just how effectively the style of that game is emulated in this hack. Everything is lovingly crafted to emulate Omori’s visuals, to the point where even as someone with zero knowledge of the source material like me was impressed.
This is where my zero knowledge of Omori or its characters lost me. I have no investment in the cast due to having not played Omori, and all that’s left when you don’t have that knowledge is five kids trying to get back a camera that was stolen from them, and little is done beyond that that isn’t what I assume to be references to the game.
Total Score: 10/20
Judge 3: 2WB
YOUR MAP IS TOO TALL; PLEASE
The player units all having skills and supports is difficult and exhaustive and also nearly unnecessary due to how little threat the enemies actually pose even before it due to having two healers! And there’s not so many enemies that the low uses are a concern.
“Our only healer” — and deleting Basil from existence in the same stroke — is cute.
And really, really mean. I was going to use him to heal that turn! At least his stuff is sent to convoy, but… I kind of assumed it wasn’t?
… It was quick and unpainful. But I’m used to optimizing unit placements and am familiar *enough* with how much a support bonus gives that mentally checking damage boost for all companions was pretty painless.
But I felt… babied? I understand that this is a critical component of the reference, but the level of “Here’s how to progress!” is… bad. On a good day. It deprives the player of thinking their own solution up, of looking at the task at hand.
And, furthermore, the map itself makes it pretty obvious how few ways there are to proceed? So I was super disappointed.
The portraits for the cast, of course, are perfect and on model. They’re unique and pop.
The palettes, while similar, kind of flounder due to the enemies nor the castle having one that suits the “dreamscape” palettes given to the cast. It’s lampshaded a bit with the dialogue on the soldier, which I think works.
The recolored castle is great, but the song is loud and not super at home in its instrumentation.
The reappearance of Basil causes the start of the theme to play repeatedly which is… not great.
It’s… very Omori-filled. I like it, but I really feel it leans on the reference.
“Everyone’s talking all the time” works very well when the talking is the point, but that’s not as true here. But, of course, that’s why only two (sometimes three) people are talking in a conversation. It feels wrong to only have one portrait on screen at once – that’s just not how FE conversations typically work.
But it’s quite heart-warming and charmfilled.
The ending, of course, is — I really don’t want to say this.
A trite jumpscare that tries to carry the impact of the source game. I do not like it there and I do not like it here. It’s incredibly boring and makes me feel like you’re trying too hard to be edgy or something else, which is just… not it.
There’s a lot of missing commas and the dialogue felt weird to read – I’m having trouble coming up with the words why that’s true, though.
Total Score: 11/20
“i made a game about (story game)”, inherently, i’m not a fan of.
if i liked the reference i’m probably going to be hypercritical of things, making it… risky? is that the right word?
if i disliked the reference i’m just going to be disappointed no matter what
but in either case, if the gamefeel of your game has nothing to do with the reference, is it really the thing that it is trying to be?
and i don’t think a fire emblem like environment is ever going to be a suitable means to deliver any content relating to a group of friends with plenty of awful traumas and difficulties dealing with incredibly horrible things in their life, nor the ups of their beautiful dreamscape itself tortured. but maybe i’m just wrong, and i love being wrong.
but also i haven’t like
finished the game in question
i barely started it
so i’m in this weird
“if your game spoils the game i won’t know, but i will know later, and that’s awful”
I can’t come up with a good example, because *any good example is a terrifyingly horrible spoiler for me to give*.
These are things that “are owed respect” in their stories, and to just mention them offhandedly without proper introduction of what you’re spoiling to make sure that someone who cares won’t encounter it is – bluntly – not giving the story any respect. You’re allowed to do that, but please understand why, because there’s clearly a love of the reference otherwise you wouldn’t make this, i’m afraid?
alright now i’m going to finally load the game up
Judge 4: theghostcreator
It’s fine, just a lot of hallways and very easy gameplay. The boss was a challenge for a second until I used dire shine.
It’s hit and miss, the portraits were ported well to the engine and the map was fine but the character palettes were really rough and the use of things like the dragonspear being used for other weapons was jarring.
I don’t know the story of Omori so it felt really jarring to play but it was fine.
Total Score: 12/20