門を守るお仕事 – Thoughts

… I can’t quite say that it betrayed my expectations since I was expecting something along these lines but I did hope that it would last somewhat longer.

In the end I winded up with a strategy to make the first half of the game a cake walk within an hour of playing and it didn’t take much longer than that to beat the (first) game as well. Since each game only has 60 turns, it put a cap on how long you can really take to finish the game. Though thankfully that cap gets raised once you hit the final mode, it still doesn’t change that it prevents much of an emotional build up as you would have to set up your army and traps all over again with a new game. The enemy actions seem fairly inconsistent as well, since at some point it announced that a large assault is incoming but the game ended before it happened, leaving me questioning what I was preparing for.

I preferred the longer ones where you had to take some time to finish the game and hopefully get all of the endings you wanted during that play.

If we set aside how brief a single play through the game is however, the gameplay is pretty nice. The system seems to be a refined Suzukuri which consists of hiring and placing units on a field combined with creating traps and so on to defend the castle. A bit like a tower defense but not really more than the defending part. Waves only come once every several turns (doesn’t seem to be set in stone) giving you time to reform your defenses in between waves as well as talk to heroines for route clearing.

When it comes to battling you can progress the game turn by turn with the ability to command units to move to certain positions and use tactics to turn tables on your enemy. Alternatively you can be like me, set things on auto and hit ctrl to skip through the battles after a while of staring at things progress. When things get difficult however, it’s probably more advisable to keep an eye on things turn by turn. As you unlock more modes it gets progressively harder with “boss” units and new units coming in.

Returning to the subject of the game length, you can say that the game was designed for each game to be relatively brief so that you can move on and challenge the harder modes. In other games of the sort, a portion of the people can pretty much ignore other difficulty modes as one game mode is mostly sufficient if you aren’t looking to perfect things or more challenge.

In any case, I’m not much of a perfectionist so I’ll probably drop the game here for now and move on to something more interesting. Will likely revisit it when I get want a break.

Up next is probably the VN I’m holding the largest expectations for this month: Zero Infinity -Devil of Maxwell-

Let’s hope it doesn’t disappoint.

One thought on “門を守るお仕事 – Thoughts

  1. I played this game awhile back as well, managed to get to the Church story (but didn’t know you had to keep on negotiating with the Church to advance in events) before I just felt too overwhelmed by the enemies later on. (My strategy being quite similar to yours, except instead of the 3 space fortress I moved it to the two space connected behind since 3 space felt so hard to defend).

    Having played a few more softhouse chara games than I should’ve, I felt Mon o Mamoru Oshigoto had bad balance of “re-playthroughs” to story ratio. Felt they would’ve done better if the required play-through was around 2 (or add more gameplay layers to entertain the players…such as having the heroines as unit would be nice ;_; ), and crammed the story events together more instead of random city NEEDS you to do menial task like helping obasans clean streets.

    Still, even after all that complaints I think I might go back to it on a later date. While Softhousechara games aren’t revolutionary, their humour, harem situations, and the plentiful amount of heroines keeps me around :P.

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