Promise Mascot Agency review

I really like the world of Promise Mascot Agency of Promise as a place. It feels like you had a hard time stealing sticker coating notebooks from the kids of the super talented eccentric artist in your class.

interesting. Attractive. And hot dancing dog flowers, Soundtrack. But in the end, it feels very crude, persistent, meaninglessly numerically to actually get involved. It becomes persistent, like you’re troubled by push notifications.

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It’s all about Mascot Agency making it very difficult to like something I think I should or it makes it very difficult to like something I don’t think I should. Every time I simmer in this, a distraught bat-like appearance with mining headlamps appears, screaming about his torch plaguing all the other bats, and I start grinning again. Whipping the light out of joy. Stealth Lego buckets scattered across a carpet that is absurdly comfortable.

The details of the Tutorial Concept were not repeated with just as eccentric charisma as Takaya Kuroda (Kiryu kazuma of Yakuza), but this doesn’t make his character Michi get caught up in some Darn Underworld Mishaps. He is eventually exiled to Kaso Machi, a one-pop town with a curse that kills the yakuza, and soon becomes the boss of an honorable agency, employing and hiring mascots like the local Yokai for opening stores and promoting restaurants.

We are recruiting To-Fu at Promise Mascot Agency.

Kaso Machi feels like a VHS recording of water shaking in a once realistic place. The Phantom’s collection of aspirations and hopes was summoned to live on the rooftops of neglected brick and tin slats. The legend of that supernatural urbanity covers true collapse and corruption. Ghost mine. A closed train station. A creepy story for working class children about the ghosts of their own future. Neither its residents nor Pinky, the sidekick of the serpentine, could easily make them champion by this, without sucking in their intense, clumsy spirit.

The mayor hampers the endless expansion billboard waste collection budget. Earn fans for each sign you smash. Later, you get a circus cannon that blows up Pinky. Traversal is defined by inadvertently shooting an automatic target box, and is a minor reward for catching the attention of your baseline by watching fans and cache counters creep up.

You will meet the residents, and they will give you the job to assign your mascot. Assign the right mascot and hand over vending machine items, hopefully avoid mini-games by using collected hero cards to knock health out of funny minor dangers such as badly stacked boxes and broken vending machines. It is the most involved and widely reachable mini-game in the game, framed as a punishment for not preparing properly or being unlucky. About five times later, I was forced to agree that the punishment was correct.

Flying through town in a winged truck from the Promise Mascot Agency.

You hire a mascot to spend money on town renovations and agency upgrades for more passive income and buffs in the area with a 2.5% chance, such as refreshing mascot stamina after work. They send the house to the Yakuza family’s head and buy more expensive renovations to earn more money. Money arrives at the end of each day and your mascot will eventually get tired or go on holiday.

You will find gifts for residents, clean shrines, and shoot more signs with cannons. Pinky encourages a multiple choice rally where he bids the mayor at some point and needs to gather the correct answers before. There is also a claw machine mini game. You will need to collect prizes elsewhere first. Rewards are more money and more stickers on a separate checklist.

My favorite thing about the open world of Promise Mascot Agency is the comical distance I’m flying my trucks and flying, even without the wings I can find as an upgrade. You crash into the fence and crash into a very chaotic, crashing sound effect, earning a cartoon star with a blurry Pinky swimming around her terrifying head.

Yam Cat Mascot from Promise Mascot Agency. He is pink and has a slime on his head.

It’s my love for demonstrations that this kind of care is put into small things, but the time limit for that demonstration has resulted in disguising many promising ideas that have not become interesting anywhere. Even my favorite from that demo, even the “seek for Pinky” button, which felt like a clever solution to get players to own with map markers, depends on the progression of tiered reputations.

And I feel like a bountiful butcher who develops such fun writing and art into that skeleton, but honestly, it’s not too much of a hassle for Hatchet’s work. It thrusts very prominently and takes too little pairing to get there. It is probably best described as exoskeleton, honest. That’s the first thing you notice, and you put the game’s mind in the shell at once, which makes it terribly heavy and practically brittle.

So, yeah. It’s not for me. This is a shame. Because if I continue to play, I continue to find more things that make me laugh, smile, and stimulate more curiosity about the mysteries of the town. As a functional open map, it is an cumbersome diorama. Static and mediocre. As a management sim, busy work is very obsessive and lacks complexity and choice, which made me a kind of rambling, mildly frustrating autopilot. Deflation to say the least.

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