Born of Bread Review (A Cake Wearing A Hat)
I wanted to like this. I'm pretty sure everyone wanted to, at first. But it's clear this game wasn't sufficiently tested before launching due to the sheer number of bugs, inconsistencies, and balance issues. Tl;dr play Bug Fables. A list:
-Action commands are extremely inconsistent with a keyboard. I had to switch to controller halfway through due to it having very precise spacebar timing and me having a mechanical keyboard.
-There are, functionally, only ~4 enemy attacks that are reskinned and re-animated over countless times: a bonk, a projectile or set thereof, two bonks with different timing on the second hit compared to the first (you get used to it, eventually), and an ally-incapacitating attack (that the Boon that gives you a notification for block timing on Doesn't warn you about). Every other unique attack is gated to a boss or miniboss, with no exceptions. Given these attacks are just reskinned and reanimated, the animations don't even necessarily fit the timing you're supposed to be using to block them. This often leads to a lot of missed blocks.
-There are no meaningful ways to decrease the amount of damage you take late-game aside from relegating your partner to Defending every turn; blocking without doing so only reduces damage by 1 and you'll often be taking 5-10 damage per hit in the latter half of the game even if you block. This leaves most partners only useful for defending and finishers after the first Part's done. Sure, there's the special attack that gives you a "Defense up" buff but that goes away after two turns and takes a turn to cast.
-Normal Mode is very easy, to the point where they added a hardmode later after community backlash. The hardmode mostly makes things more tedious, but I did find the level of challenge fulfilling until about midway through Part 3, at least.
-Several attacks, including the entire fourth partner's moveset, deal one less damage than they're supposed to (perhaps only in Hard mode? but you should be playing that anyways because the game's extremely easy without doing so). This isn't explained anywhere so it's probably a bug of some sort. Makes these things much worse than they should be otherwise.
-The second partner is the only actually combat-useful one after Part 1, for the "finisher" reasons described above.
-Fast Travel is only unlocked after the game is halfway done already. Before that point, have fun backtracking. Heck, have fun backtracking after it too. There's only five fast travel points.
-You get, over the course of the game, around 30 (out of 52) duplicate badges. These duplicates do not actually stack. Not a single one of them. Might as well be trash.
-There is no way, unlockable or otherwise, to deal more quickly with low-level enemies that no longer give you any relevant experience. Just gotta dodge and weave, and if they get you, you've got to run because you really can't kill anything at all without using a good amount of WP (the FP analogue)
-The fourth partner's field ability is barely useable. It's crosshair-aimed and the crosshair likes to eat inputs, skip over wide spaces, move a mile with a slight tap of the stick, and even outright always skip over certain things you'd think you could hit. In addition, there's one point in the game where the ability is needed, but the arrangement to actually use the ability without getting blocked by a wooden rafter in some way or another is literally pixel-perfect and you'll take at least 5 minutes trying before you get it.
-One of the enemies has a null pointer as an attack name. It's just called "None". No, really.
-The slow-down "debuff" that your partners liberally attempt to apply makes blocking the afflicted enemy near-impossible with no other effect.
-The rage "debuff" does about the same thing (other way around) but also makes them take 1 more damage for a couple turns. Both of these debuffs' effects on enemy speed last indefinitely after they should expire, for some reason.
-Some of the action commands (looking at you, "press the buttons as they reach the top of this rotating wheel") are immensely more difficult than others.
-Button mashing through dialogue treats it like you haven't actually done the dialogue yet after it concludes. This leads to quests being locked out permanently, outright softlocks requiring manual reload if said dialogue was supposed to give you some sort of item, and otherwise a good amount of missed text.
-There was one point where I managed to get behind a wall and got softlocked because if i tried to void out by jumping off, it would just respawn me back behind the wall again. I had to take 1 damage 69 times to die and lost some progress.
-Special Attacks don't do much at all. Don't ever invest in RP unless you need some WP reserve.
-Money routing goes directly from "you are capped out for four hours straight" to "you will never have enough to buy what you want for the rest of the game" midway through Part 2 with no in-between.
-There's supposed to be a way to have your partner go before you, which would be nice if it worked as it'd allow you to have them be the attacker and you be the defender (as explained above). However, if you actually try this option, it just skips your first turn and goes straight to your ally, and then the enemies move and it starts back at you. As such, it's a direct nerf and shouldn't be used.
-If Loaf defends, the enemies just get an extra attack turn because they still attack after your partner moves anyway. Does not change with the above option enabled.
-There is a point in Part 3 where you must use a mechanic to get set on fire and run very fast to then jump across a gap. The only problem is that if you jump while under this on-fire mechanic, you stop on a dime and fall. As such, you instead need to do a near-pixel-perfect running jump from one precise corner to another precise corner to make the jump. Later, in Part 4, you will need to do this jump on a time limit.
-It is not explained what the partners stats grow into until you irreversibly spend skill points on them. It's different for every partner.
-At one point the second partner just gets an extra point of attack for no reason?
-First attacks become entirely useless at a certain point, since they'll only deal 1 damage at maximum. Heck, against most late-game enemies, that number is in fact 0.
-Getting first attacked means the entire enemy team gets to attack. This often means a nice unavoidable 20 damage.
-NPCs are supposed to "move around" to different areas, but they don't actually go away in the area they used to be in. You'll see a copy of Bubble in Regal Town having bought a cupcake, and then move over a screen and you'll see another copy of Bubble trying to give you a quest that they're stuck up a tree and want a cupcake. For some NPCs, there are even ~5 copies of them throughout the game you can see all in quick succession.
-I have been able to sequence break at least two collectibles just by running fast enough before jumping.
-If you run too fast, your movement starts stuttering and you go slower than you would be by just walking. This would be fine if you didn't get three different run speed ups that you can't turn off and that take you over said threshold.
-Enemies can move while you're in dialogue and menus. There are multiple times where I've been forced to get first-attacked after picking up an item or talking to a person.
-All enemies respawn if you leave the room and come back. This would be fine if it didn't take a significant amount of resources and time to beat even one of them.
-Almost all the alternate color pallettes look bad and they make way too much use of the color yellow-brown.
-The button to show/hide "chat" in battle (cosmetic) is the same as the confirmation button on keyboard and thus isn't ever actually useable.
-There's a way to switch party members in battle or swap order mid-battle. Sometimes. It's only there once in a blue moon. Good luck actually having it when you need it.