Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

If I were to pick a word to describe this game, it would be "clean". Everything feels properly finished up, play tested and tuned. The art style leverages the theme effectively, and the world changing as you do feels empowering in a way, and serves to visually reinforce the recontextualization undergone.  The movement is nice and snappy, and can feel a bit quick initially, but gets comfortable within its runtime. Immensely well scoped and produced in this jam setting, and at a good length for feasibility and playability for ratings too.

The cleanliness does somewhat come with its own trade-offs. The map design leads you so effectively from road block to powerup, back and to the next section, that it feels like there are zero optional areas, no getting lost or navigational challenges when playing naturally. This is enhanced by the clever use of the colored design elements, which seem to indicate what paths are relevant for the newly acquired power up to open up. As such, the guided non-linearity leans very strongly to guided. The abilities are also very standard-issue, making the experience very smooth, cerebrally. Of course, executing established things extremely well has a place in the genre!

I love the health system. It reads very clearly with the flower petals, the pace of the game, the high contrast on a partial heal, with no extra steps required. The combat around it also does a great job at punishing you from face tanking, while a good level of aggression lets you stay healthy when alternating successful and failed interactions. If you're playing clean, you're not going to run into any health issues, and if you're not, there's a decent margin before you have to start over. It does break down a little bit in pure platforming sections, such as the end of the orange area, but they're not so long with the checkpoint placement that it becomes more frustrating than engaging.

All that said, there were a few minor hiccups I ran into. When walking out of a save room immediately on respawn, it seems the loading zones at the doors don't respond yet until moving in and out of them. The spikes in the red section were a bit hard to make out, and since they only recently got introduced, the red grass could come off as damaging as well. 

Finally, and this is a very personal skill issue, I found it hard to consistently click with the Z-X-C keys for the main abilities. They naturally unlock alongside the ability order, and in a metroidvania it is a bit spoiler-y to allow rebinding, so that's all fine. The buttons being so neatly lined up, and the attack being between two movement abilities, I think, gave me pause just enough for the boss to give me a lot of trouble.