Posted March 19, 2017
Aztaka
I think I'm done with this game. It was actually better than expected, a nice early indie metroidvania with an original setting and interesting point-and-click magic / energy mechanics. And I actually got quite far in it. But then I started to get more and more annoyed at its flaws.
For one, some abilities you get are badly explained and if you don't know how they're actually meant to be used, your experience can get quite frustrating at some point and even turn into a game stopper. The wall jump only works if you press jump again at the right moment, but without pressing any directional key. This is never mentioned in the tutorial text, but if you instinctively press the key of the direction you mean to jump in, the wall jump is immediately aborted. Then there is a spear jump, the description of which which I missed completely for some reason, but it is essential for one spot in the game. Anyway, I found out about these jumps on the internet, so okay, that didn't stop me yet. But the challenge to bridge that one spot with the spear jump does not only require good timing, you can't even see where you're jumping as it's offscreen, and the bats you're supposed to jump on don't have a fixed pattern but move randomly. On top of that, you can accidentally kill the bats by jumping on them, which can happen quite easily, and then you have to leave and re-enter the area to make them respawn. Really terrible design.
After I looked it up on the net, I got it right the first time and thought I could move on, only to find out that I was missing 5x gold energy to unlock the next part. So I had to leave the area anyway and grind 5x gold energy in some different place, which is another issue in the game. Randomly spawning loot used as puzzle keys is a pretty lame and tedious mechanic, IMO. When I got back with the energy and tried to do the spear jump across the gap another time, I ran into the same issues described above again and I couldn't make it.
This is almost as sad as that broken jump mechanic at the end of Anodyne. Both are quite nice games in principle that are ruined by extremely frustrating design decisions introduced shortly before the ending. :(
I think I'm done with this game. It was actually better than expected, a nice early indie metroidvania with an original setting and interesting point-and-click magic / energy mechanics. And I actually got quite far in it. But then I started to get more and more annoyed at its flaws.
For one, some abilities you get are badly explained and if you don't know how they're actually meant to be used, your experience can get quite frustrating at some point and even turn into a game stopper. The wall jump only works if you press jump again at the right moment, but without pressing any directional key. This is never mentioned in the tutorial text, but if you instinctively press the key of the direction you mean to jump in, the wall jump is immediately aborted. Then there is a spear jump, the description of which which I missed completely for some reason, but it is essential for one spot in the game. Anyway, I found out about these jumps on the internet, so okay, that didn't stop me yet. But the challenge to bridge that one spot with the spear jump does not only require good timing, you can't even see where you're jumping as it's offscreen, and the bats you're supposed to jump on don't have a fixed pattern but move randomly. On top of that, you can accidentally kill the bats by jumping on them, which can happen quite easily, and then you have to leave and re-enter the area to make them respawn. Really terrible design.
After I looked it up on the net, I got it right the first time and thought I could move on, only to find out that I was missing 5x gold energy to unlock the next part. So I had to leave the area anyway and grind 5x gold energy in some different place, which is another issue in the game. Randomly spawning loot used as puzzle keys is a pretty lame and tedious mechanic, IMO. When I got back with the energy and tried to do the spear jump across the gap another time, I ran into the same issues described above again and I couldn't make it.
This is almost as sad as that broken jump mechanic at the end of Anodyne. Both are quite nice games in principle that are ruined by extremely frustrating design decisions introduced shortly before the ending. :(
Post edited March 19, 2017 by Leroux