Rather than a standard medieval fantasy story of fighting for your kingdom, your army is a small band of deserters, making the story feel unique. The story of Dark Deity is rather interesting, as well. Overall, I really enjoyed the gameplay of Dark Deity, and despite a few flaws, especially in the way the game handles items, I felt it was exceptional. Each promotion feels unique, and I was excited each time a character reached level 10, and I can't wait until my units start reaching level 30. The main draw of Dark Deity for me, at least, was the promotion system, and I felt it lived up to my expectations. You can even bench Irving, your main lord, if you so choose. I felt the game gives the player quite a bit of agency to spec their teams and characters the way they prefer, especially with few force-deployed units outside of their recruitment chapters. However, I found myself rarely using the healing items, stat boosters are far and few between, although the Aspects provided interesting way to use items. The items are all pretty generic, and most of the items you'll get are just healing items of varying kinds. All items in the game fall under one of three categories: healing items, stat boosters, and Aspects, which give special effects if they're in the first slot of your inventory. One of the things that did bother me, though, was the item system. In terms of difficulty, I found it quite challenging, and I've consistently lost one or two units a chapter when playing on Hero mode. I particularly like how, by upgrading weapons, you can specialize each character to play off their strengths without having to manage weapons and collect them, as well as deal with weapon durability. Its weapon system is unique and the upgrade system is quite nice. I love a lot of the gameplay aspects of Dark Deity. Here are a few of my preliminary thoughts about it. I got the game pretty much as it came out, and I've played a few chapters.
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