(continued from last time)So
Kikan is, in fact, a complete and completed game (rather than a demo, a prologue, an introduction, or a “Part 1 of `n`” [for `n >= 2`]). This is an astonishing rarity amongst indie RPGs: most are only ever partially released, as many authors or groups never complete a game; and many of those who do release only the first portion for free, as teaserware. (And then there are those all-too-common individuals and works that fall into both categories. But I digress.)
Considered specifically as a console-style RPG, it is also a complete narrative; each part flows into the next sensibly. (With some bits of
Fridge Logic, granted, but Fridge Logic rather than
Wallbangers.) Though it is short, it does not appear particularly rushed; I would actually go so far as to prefer the adjective 'polished': I encountered exactly zero bugs. (This is rare enough in a professionally published game — much less an independent one made with a freeware game creation system!) There are also very few typos and misspellings.
There is also a sense of game balance; the game is neither awkwardly difficult nor absurdly easy. The level cap is 25, which is reasonable for the duration; it would perhaps have been nice to have it a few levels higher for the last sequence, but this was not actually necessary. (I cede that I have a tendency to overlevel in JRPGs.) The bosses are perhaps better described as ‘tedious’ than as ‘difficult’ — the bonus boss took an hour and two Megalixirs to defeat (although I could probably have gotten by with only one).
(As a negative: The
Judgement Line — part of the combat system, requiring the spacebar to be pressed at certain times — is annoying in ways similar to
Legend of Dragoon's system. I was mostly able to tolerate it (DDR is good for
something, at least), but I did finally get fed up with it at the end, during the several-hours'-worth of boss battles.)
The puzzles are well-designed. One particularly fiendish Sokoban-style puzzle is optional, allowing you to bypass a boss if solved. There are also three optional minigames, all of relatively high quality. (One of them, being as it was a derivative of
Tapper, sucked me in for an hour or two despite yielding at most very modest in-game rewards.)
The graphics are exactly as they should be, up to the limits of the system; they are notable as much for what isn't there (easily-added distracting frippery) as what is (individual enemy attack animations; just enough random variation in floor and wall texture to look believable).
Bonus points: the Blarney Stone is an equippable item. (And then minus half, for incorrectly referring to it as limestone.)
There are a number of in-jokey references made to other media (console JRPGs, ZZT/MegaZeux games, anime, etc.) — enough that I would find them grating in most media, but far, far fewer than would be expected in a MegaZeux game. (After the first section, fortunately, they almost vanish.)
The ending... the ending was basically what it should have been, given the game, and given the main character. I understand that. As an atheist, though, I don't really appreciate being expected to implicitly affirm the existence of God or positive qualities of faith-in-the-divine in order to complete the game. (I do give it credit that, unlike most such messages of this flavor, it was
not a heavy-handed,
sola-fide-based Christian-specific message. The protagonist was mentioned to have been a habitual churchgoer, but in this
AU he could just as plausibly have been Discordian.)
So, eh. It cost me nothing but a bit of time — this has to factor into any review — but would I recommend this over the many other games available at the same price? Rrf. I would, if you're designing an RPG yourself, or interested in game design in general; it provides a number of positive examples. To anyone else... well, you have enough information by now to know what you would think. In the end, I'll have to simply rate it a 1/1, and move on.