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Saturday, June 21, 2025 6:53:43 AM

Affogato Review (bear_storm)

The parts that are polished are very polished, but I think it might've needed more time to cook.
So, Affogato is a Persona 5 like where you run a coffee shop and invade people's minds to banish demons as a cozy side gig. Fights are done as a "reverse tower defense," basically routing a train of little summons around a map to kill enemy towers and hit objective points. In between fights, you progress your relationships with confidants and brew coffee in a VA11 Hall-A kind of way.
The game has decent writing, wildly impressive full voice acting, and great art. The art for different drinks even changes based on the ingredients you add---not just based on which recipe you're going for, but based on things like adding extra milk to a latte. It's neat.
However.
A lot of the people who order drinks just order an americano. During some of your confidant conversations, you get into fights and play a battle. In others, you get into a fight and the game pauses like you're supposed to play a battle and then unpauses and keeps going, skipping past it. Likely because they didn't code it before the game shipped. Stuff on the critical path is mostly fine, but the game difficulty shoots through the moon when you enter the second act, and this feels like something that could have been smoothed out with testing and refinement.
The way battles work also feels a bit scuffed on a fundamental level. You can only deploy characters based on penta, a currency that *does not* increase unless you're using a power or items or pickups to actively increase it. This means that you don't really have a choice about who to deploy. You deploy Heirophant first, because they're the class that generates penta. And then the whole rest of your gameplan needs to orbit around figuring out how to efficiently farm penta. Heirophant can only gen so much per deployment, so you need to unsummon and redeploy them at a premium, and the whole thing plays kinda like if Arknights was actively experiencing an economic crisis.
The extent to which you can advance your units is also pretty limited. Levels matter a lot, so you need to power level Heirophant immediately, but then the level cap is 10 so exp kinda just becomes a measure of "can you use your new unit." Very quickly, it becomes worthless to play units that aren't maxed, and a lot of units are quite bad. Wheel Of Fortune can randomly hit you with a status effect that drains your penta, and that makes it not just unplayable but an active lose condition if you deploy it during a match.
I'm not all the way through the game, and I think it has plenty of charm, but I also think it's best to remember that this is a deeply indie production even if its art and VA are punching way outside of its weight class. It's worth it on 25% sale or better, but if you crave smooth gameplay above all else you might have some friction with it.
Edit: It's got gacha game difficulty (pejorative.) Stages are either way too easy, or they're hard in a boring and flat way. You get obliterated by a mechanic you had no way of knowing you should expect (when this enemy dies, it deals inescapable max damage in an aoe, so you have to use gate switches to let a single non-critical friendly unit into its area to sacrifice detonate it), and the correct path is to reload and do something finnicky and annoying to deal with the mechanic. You don't really have enough useful unit types to get creative with your deployments, and you're so constantly throttled on penta that there's functionally one right way to clear a given stage. If the stage is hard, you have to reload a few times to figure out what it is. The joy of an rpg is in expressing your style as a player through play. "There's only one right way to play play that way" makes it into a logic puzzle instead, and not a very good one because it's trying to be an rpg.