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Ezmore's Crystals has a variety of elements to explore throughout the gameplay, and the more you play, the more you uncover the story. This game is a 3D game and the type of game would be an RPG, and seems to have a medieval genre to it, giving the vibe of a classic RPG even more.  This game has the main character (you) complete tasks for others in order to progress in the story, and there are three difficulties to choose from, for newer players there is a "Peasant" difficulty and for the more experienced players there is a "Lord" difficulty to test their skill. I had the joy of playing the lord difficulty and it didn't feel much different than the peasant difficulty, the game really rewards the player for following the tasks and doing what they're told and give you all the necessities you need to survive and continue the game, such as potions to heal you and weapons to help you in combat. The game's head's up display has a hotbar at the bottom showing the player's items they're holding for quick access, such as potions or weapons they would want to switch to. There is also a health meter in the shape of a circle on the left of the hotbar to show the player how close they are to dying, so they can use a potion when necessary, and to the right of the hotbar the player can find their mana meter which is also in the shape of the circle. In terms of graphics, that is where the game is lacking. There isn't too much visual detail to the game as it is inspired by a lego game, but there is more visual detail the game could've had to give me a better sense of the world and land, rather than basic shapes that just barely help me understand. 

Some sprites in the game tend to have unpredictable movement, such as buckethead and the monsters, but sprites like NPCs who ask for quests and tasks to be done don't have as much movement, close to none. Some of the sprites in the game don't really give the player the sense that they're alive, but rather just a sign telling the player to complete tasks, so one thing the game could improve on is building the characters and giving them a sense of life. The game does a good job at addressing everything in it's interface, so things that the player is able to interact with, even much so by having marks on the screen to show when the player is able to interact with certain things. As for obstacles in the game, there are locked doors that stop the player from progressing without following the game's story and that helps the player focus on what they need to get done in the game, rather than wandering off. The enemies in the game also serve as obstacles that stop the player from continuing their journey without having to fight them, they can drop money and sometimes even weapons and other tools to help defeat those obstacles easier. Overall, I would say that the game has much to improve on in terms of give the sense of the player sinking into the game, and to really get the player engaged with the story. In terms of basic game elements the game does a good job of implementing them, but could've gone above and beyond.