Welcome to Potato Flowers in Full Bloom – Gameplay and Overview Guide.
A quick rundown of game mechanics and the fundamental principles of team composition.
Potato Flowers in Full Bloom can be used as a dungeon crawler. After a short tutorial, you can create a party of three characters with your chosen classes and enter a labyrinth. You should create characters you enjoy, not characters you think will be good. Using specific weapons and skill build will help you find synergies between the abilities of your party and help you develop team strategies for different scenarios. It is very easy to grind backup characters. This allows you to replace any party member or fill any role easily. Don’t second-guess yourself too much. You can also respec at the shrine in the first Dungeon. Make sure you return there when you find new keys.
You can find hidden doors by staring at a suspicious wall for five seconds. This game requires a lot of returning home to restore the MP equivalent. Although it can be frustrating, you will eventually learn the layout of the dungeon. This is more important for some parties than for others.
At the time of writing, I had played the game twice. Over time, I realized that healing was too important for me. I should have been braver about using my front- and middle-party members to stop enemy attacks and kill them before their turn.
Here are some tips for class composition from my two playthroughs.
My first (“Party 1”,) team was Warrior. Shaman and Sorcerer were my) teams. The Shaman’s stamina and HP regen abilities helped me sustain the party while the greatsword-wielding Warrior threw tantrums and parried. The Sorcerer could then concentrate on setting up a large burst using a status-effect move (single target or multi-turn-charged damage spell (multiple victims). The party was defensive and could not control or interrupt the enemy. (the Shaman could interrupt their attacks with Leg Sweep, but that was it). Although the AoE damage was acceptable, the roles were not fixed as everything depended on the Sorcerer’s successful 3-5 turn burst winds up. Access to bash damage was a major problem. The Warrior lost his parry skills while holding a two-handed weapon for the undead, clearly a fault in the party’s design.
My second party consisted of a Rogue and Knight, and a Wizard. Rogue was a more versatile offensive tool than the Warrior. He could also throw daggers at the backline to cause damage (and thrust) to important targets. He could also apply debuffs and soak enemies in oil so that the Wizard could do the damage with Fire instead. I even thought the Wizard had better evasion.
This team also had better access to damage types. The Rogue could slash, thrust, and the shield-equipped Knight could slash, (shield,) bash, depending on the situation. The Wizard’s Freeze and Rock Crush (bash), Fire damage, and cheap Icicle spells for constant damage allowed for a character that could control enemy turns and damage anything. The Knight also had Shield Charge to interrupt the game, which made the second party one of versatility, self-sufficiency, and turn/enemy management. I greatly benefited from having various damage types in my party composition. However, skilled players can still beat the game with just one member or two.
Your party’s access and use of a broad toolkit will help them win. Although Party 2 only had one weak healing source, I did not experience any health issues in the fight. You will know you have lost the fight before that and can flee to regroup. The Knight would defend the most damage while the Rogue would avoid it by managing the Rogue and Knight well. Your frontline should be able to delay the enemy’s attack so that your other members can attack and finish him rather than blocking his attack. Don’t be afraid of spending some health to eliminate an enemy from the crowd. It is better to make a winning trade than to block, block, and possibly get overwhelmed. This was how Party 1 lost, which was slower and more sustain-based. Both playstyles can be used, but the second is more fun and faster.
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