between the story, and the story-related mechanics, and the fights themselves and the economy there's a ton going on in this one. it's interesting to get a combat-focused one. i'm usually pretty critical of lock-and-key battle design but i'm pretty impressed with this version of it. two reasons why. one, the way you subtly set up the expectation that every fight has a skill that "solves" it, and that that skill won't be of much help in other fights - and then play with that expectation - makes for a pretty involved process of learning and hypothesis-testing. as soon as i feel like i've gotten a grasp on how things work, you start throwing some curveballs (like the fight with cassius where all your "used up" stat-dropping skills work again, which is one of my favorites). when i DO find the right skill, it feels pretty good to abuse it, knowing that it i won't be able to just trivialize every subsequent fight with it. if you're gonna make me rote check all my skills one by one to see what works, it goes down a lot easier if the skill that DOES work works really well and i get to feel strong and clever for figuring it out. i could see this process becoming tedious in a longer game, but i think it fits a gauntlet of this size very nicely.
the other thing i dug about it is the narrative resonance of like, your relationship with lance continually giving you the power you need to keep going forward. the first time i got a choice, i picked the first option, learned disarmer, and assumed the other options would give me different skills. but nope - you have to choose the answers that honor your relationship with lance to actually draw strength from it. it's simple, but very evocative. and again, well suited to the short length of the game. in a longer story, picking the "obvious" "right answer" and getting the skill that wins you the battle could get old fast. but you need to do it two or three times before the pattern even becomes apparent, meaning the number of times you make the right choice consciously expecting to get the key to the next fight out of it is 1-2. and by the time you get to the last fight, you don't even have to make a choice, you just get the skill and you know it's gonna be the key, and it is. it feels so right, it's confident and unpatronizing storytelling that trusts the player and doesn't drag on any longer than it needs to. i also appreciate you resisting the temptation to like, go *bigger* for the last lance interaction and have a more complicated challenge, and instead removing the challenge aspect altogether... it's very good. nice nice nice stuff














































