Some of NG's Finest - Still, room for improvement
This must be the finest flash reincarnation of an RPG I've seen for a long time, and it's so obvious to see all of the influences from the RPG world: gameplay from FF, dungeon theme from Summon Night, loot system from Borderlands, and the story. Yeah about that story...
I won't spend too long on what's great about the game, that won't lead to any improvment. And it's mighty obvious as well:
Beautiful aesthetics - graphics, animation, art style
Great Sounds - Music, and SFX
Perfectly Emulated Gameplay - Combat, Skill/Class System
First, however, let's tackle this story issue head on. This is a grindy game, no denying that. FF was grindy as well. The difference between these two games? FF made the player grind to get to the next story point. The story was a reward for the grinding alongside the character's development (both plot and skill). Overall, there's no point in having a grindy game with a grindy story with it, and three repetitive stories (counting sidequests) in a game of this calibre is inexcusable.
Next, let's tackle gameplay issues, the biggest being the skill/class system and how that hinders the character development.
Now it's great that there are so many skills available, and that the skills generally differ from character to character, but when broken down, all the classes are the same (except for healer). It's like, when you sat down and put pen to paper, you said, "each class will have: a basic special attack, a more advanced special, a single de/buff, a group de/buff, a single status attack, a group status attack, and a couple of devastating attacks to round them off". And that's how I viewed every class: as generally the same thing, and overall "meh". They're all the same thing, but with different animations, status effects etc. And of course, there's breaks from this mould. Like comparing Fighter Tristam to Rogue Kaeli: Tristam doesn't get any status or group attack spells. This sort of variance adds to defining characters, in the sense that all the characters must serve some special role in the party, but at the same time it detracts from the characters, since they all end up as pretty much the same thing by the end-game due to the level cap which forces taking up multiple classes. An idea on how to fix this problem would be to actually reward players for taking multiple classes. Like, skills for having AP allocated in both Fighter and Mage class.
And another point: redundant classes and skills. Sure, it's nice having, say, Phoebe as a dedicated healer. That was my plan from the get-go. However, her role as healer quickly diminished: no where in the early game did I really feel like the healer could truly do more than just potions. And with the pure abundance of money in this game, potions were NEVER a problem to obtain. And in the few cases where I felt a healer was needed (say, a devastating attack on all of my characters at once which would've needed a group heal), my healer had too low magic skill to realy help out - I knew the healer was redundant, but balanced strength and magic stats so that they were actually useful in combat. And in the off chance they were needed, I was punished for trying to make my characters all-round useful. This situational usefulness extends to pretty much many of the status effects of the game as well. Most of the time, the enemies I'd use status effects on were actually immune to them! Of course, there were exceptions, but it was so much easier whittling away bosses with just spells and attacks. One way to make these skills and classes more useful, is to simply up the ante on the effects. Poison is too slow to do lasting damage: make it stronger so I'm FORCED to heal the poisoned. The game's combat is too fast paced for slow de/buffs: make them truly noticeable and scary enough that I'd WANT to dispell them. And other ideas along this line.
I'm sure I had more I wanted to say, but my character limit is on the fritz here.
Overall: Amazing effort. I'm giving a ten, ignoring the gripes and issues just because this is simply truly a spectacular piece of work.