But its still a badly designed children's game. I appreciate that throughout this, there echoes a chorus of "children's game". Through my playthrough I didn't purchase anything from item shops, I only visited an equipment shop twice, and never even opened the potion crafting menu. This makes the entire combat system self sufficient from all other axis of gameplay, heavily diluting the experience to a single flavour of endless turn based combat. Levels ups replenish HP and MP, and upon death you are warped to the entrance of the dungeon fully healed with no penalty. As well as gold and XP, upon victory in combat enemies can drop items, equipment, potion ingredients, and potions themselves. Unfortunately, this solid base is unravelled by oversights. On paper this is an intricate web of combat and exploration within the wizarding world. Outside of this there is a large degree of exploration where the player is rewarded with money to buy equipment and items, wizard cards that act as one time powerful spells, potion ingredients for crafting consumables, and new spells. The most prominent part of the game is the turn based combat with XP to level up, and spell XP to level up spells. In terms of design, there is a lot that Harry Potter attempts to do, and what it ends up doing. Not only does it follow the book rather than the film, but it stakes its position unusually in the (well worn) turn based RPG camp. 9h 24m PlayedHarry Potter and the Philosopher's Stone for the Game Boy colour is an interesting adaptation.
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