Play gameVisit The Story Of Elwa's game page
Ranked 67th with 3 votes
|People's Choice Vote||#67||3|
Judge feedback is anonymous and shown in a random order.
Save your kingdom through sheer reflex problem solving.
The gameplay is like a rage game and some really annoying bugs. There was one section that despite hiding behind a pillar I get shot at. The only time I felt that I was cheated out. What I absolutely hate is whenever I die, it always brings me back to the title screen. Implement a last checkpoint or load so it’s a lot less tedious and save busy players time.
For the most part consistent graphics and very well made. Very Zelda-like. There were some repetitive maps that makes sense because of the time but it made me pause for a second and think if I somehow looped back. It's very distracting.
I honestly hate games like these since the payoff is not worth it nor do I feel the need to protect Elwa. Or
Total – 64/80
Graphics are all custom and they look very nice. They all mesh well together and they really give off a Legend of Zelda vibe, but with their own spark. The only issue is that passability to the grid caused a few issues when moving around - some tiles were set in a way that you'd get caught on their edges which made avoiding some monsters a bit of a pain.
The music is also reminiscent of SNES-era action games, and fit the scenes quite well. Granted, there wasn't much in the way of different tunes but what was there didn't get annoying or jarring.
Sound was used effectively to showcase traps and the like. Some of it was RTP, if I'm not mistaken, but it was all used well and nothing jumped out as odd or strange.
The writing is a bit stilted and doesn't flow well. This is due to some grammatical errors. That said, it works well enough to set the scene.
The characterisation is rather empty but that's pretty standard of action adventure games - there's no real depth to anyone but people aren't interacting with each other much and having a semi-silent protagonist doesn't help on that front.
The story itself is alright. It set the scene fine. I did think it was a bit silly to have a to be continued when it would have been easy to wrap it up at the end of the game and have it be an actual end. It lessened the game a bit to leave it hanging.
There really wasn't much in the way of instruction on how to do anything but since the game was so simple, it wasn't really necessary.
Gameplay involves collecting keys and items, interacting with the world and completely puzzles.
Most of the puzzles were of the 'avoid x whilst trying to interact with y' and as such were fairly basic. There was one where you had to push a lamp onto a switch whilst avoiding an enemy but it didn't take long to complete and it wasn't a big stretch of the mind to figure it out.
Movement speed was good in comparison to the enemies who wandered around. It was a little annoying that the guards could overtake you but since the aim was to not get seen by them at all, it made sense.
There were a lot of save points which helped alleviate the dreaded game over syndrome that the game had plenty of. Hitting an enemy would kill you. Hitting a trap would kill you. And both moved quite fast or in random ways in order to get you.
A large component of the game was to gather keys and unlock doors.
The game had some lag issues now and then. Sometimes a save would take a while to work. Same with a load. It was an odd issue. The rest of the game ran fine except the initial teleportation into the boss room, which lagged for a while for me.
This is a cute little game and it was fun, though some areas got a little frustrating due to the on-touch game overs. The large stealth area in particular was a bit of a pain, but I persevered.
I do wish that the end of the game was actually the end, because the 'to be continued' thing really just messed with the impact of the story. Having a list of stuff to do that you didn't actually get to do was a bit annoying, especially when were it stopped could easily have been swung to be the end. If more wanted to be added later, a sequel could have been made. It just seemed like a weird choice when it would have felt a lot better complete.
The theme was basically survival and with death-on-touch as a mechanic, it certainly worked that theme. It's a pity that other areas let it down (the written areas, for example), but it fit the bill well enough I suppose.
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