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Rahgozar

2
Posts
A member registered 25 days ago

Recent community posts

It's my pleasure. Thank you for creating such an immersive experience. Can't wait to play the full game :) 

Hey, just finished the demo today and I couldn't be more excited for the full release. I've already added the game to my wishlist.

This game is straight-up beautiful. The atmospheric pixel art feels mystical and makes you feel like an elf, but also a ninja. An elven ninja, dare I say.

The visuals aren't carrying the experience alone, though. The world is packed with hidden secrets that you need to discover in order to progress, and uncovering them is incredibly satisfying.

And damn, that boss fight was so enjoyable. It made me nostalgic for those old bullet-hell aircraft games I used to play as a kid, where you're constantly weaving through lasers and projectiles while trying to stay alive. The fight felt challenging, exciting, and memorable without becoming frustrating.

I genuinely love this game.

That said, no game is perfect, and I do have a few pieces of feedback.

First, I'm not a fan of the default controller layout. Personally, I'd much rather have dagger throw mapped to RB and teleport mapped to LT. The flow feels much more natural that way. This is obviously personal preference and easily adjustable, so it's not a major issue.

What feels more problematic is the aiming system. Throwing the dagger accurately with a controller can be very difficult, and I found myself missing constantly. Maybe this is a skill you're meant to master over time and the demo simply isn't long enough for it to click, but right now it feels awkward. I can't aim reliably enough during combat, and there's no aim-lock option during exploration either, which makes the mechanic feel frustrating rather than rewarding.

I'm also not a fan of being able to dash off ledges accidentally. I'm not sure what purpose that serves, but it led to a few frustrating moments.

Another issue is health recovery. There don't seem to be many healing flowers or healing opportunities available, so environmental damage ends up feeling more punishing than it should. There were multiple times where I wanted to move quickly and explore, but I lost health because I misjudged a drop or couldn't jump down a lower level safely. It feels strange because exploration is one of the game's greatest strengths, yet the environment sometimes feels like it's punishing that curiosity.

The world is gorgeous and calming, but when I'm constantly taking chip damage from the terrain while trying to discover its secrets, I start to resent the environment rather than appreciate it.

Overall, though, these are relatively minor criticisms. The sense of discovery, the atmosphere, the art direction, and the boss design completely won me over. The demo left a strong impression, and I can't wait to see what the full game has in store.

One thing I also want to mention is the combat. At first, it felt a bit punishing and even frustrating. I found myself relying too much on dodging and trying to force my way through encounters. But eventually I realized just how important the shield ability is to the combat loop. The game subtly teaches you this by placing so many blue flowers throughout the world, constantly giving you opportunities to recover charges and experiment with the mechanic.

Once it clicked, combat started to feel much more natural. Encounters became less about avoiding everything and more about managing your resources intelligently. Looking back, I think some of my complaints come from the fact that the demo is relatively short and I was impatient to keep exploring. Given more time, I suspect many of these systems would continue to open up and reveal their depth.

I love this game. It's exactly the kind of experience I look for. My favorite games of all time are Cocoon, Animal Well, Gris, and Wordless, and the atmosphere, mystery, discovery, and sense of wonder speak directly to the kind of games I enjoy.

The game is not released yet and I'm already confident this will end up in my personal top five.

Can't wait to play it.