A Pleasant Surprise
I did not expect to experience the level of enemy diversity, movement tech, weapon diversity, secrets and more that is present here. There is so much lore and it makes you want to discover more. The key to this game is exploration. There are no quest markers, no objectives, or waypoints. Just campfires to rest, enemies to kill, and things to discover. The combat can be frustrating at first but if you learn enemy attack patterns and frequency you can kill most enemies without taking a hit. Definitely one of the best platformers Ive played and the art design is beautiful despite it being 8 bit (which is not a detriment). I do very much enjoy the games styling and the differences between each area you discover. Controller support is (nearly) flawless and works well on Mac. Definitely get this game if you want to get lost in a new world.
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Great game so much fun
One of the best metro años I have played in iOS
Very Comfortable Souls-Vania.
Just wanted to quickly write a brief review from both mobile and console version experience. This game takes my pick for favorite metroidvania and atm souls-like, for its concise, yet solid expression of genre and style standards met.
Solid, Entry-Level, Relatable.
I want to start by saying, this version on mobile(iPhone) is noticeably with more immediate button reception than on Xbox(Series X) platform. I can press Back Dash right after Attack, and it will retain the input for after the Attack recovery time.
Also, if you have a preferred iPhone gamepad(I use RiotPwr brand mfi wired models), then that’s where this game really shines. There are so many well-demanded mechanics that reflect other standard, console-level games’ button mappings(especially with fighting game “claw”-hand posture, with index finger for left and up face buttons, and thumb for down and right face buttons, leaving the ring and middle fingers for the right shoulder buttons), that I don’t even find myself wanting to explore the touchscreen buttons at all.
To start with how stable the game is, I have played this version for an entire day, from 10am to 10pm binge, without a single reset of app, and it saved, maintained frames, and loaded every asset I expected from the various in-game interactions during that one session, while watching YouTube and Twitch in idle.
In terms of the game’s retention of story, art, and exploration flow, I’ve played it to the end without beating the final main boss. All the way through, lore discoveries, story impact, stats, utilities, difficulty, and character role were all improved promptly, frequently, at the right times, and in complement to one another. Everything stepped up exactly as it should have.
Between side-scrolling FoV format, frequent potions, and general simplicity of common and uncommon enemies, this Souls-Vania achieves a true “Lite” design, intended or not. Once navigation and combat is warmed up to, the bosses provide a sturdy difficulty of random attacks to have fun reading and countering.
To top it off, the abundance of choices in the loadout system really secure an ability to identify with a selection, and the player-character’s role of an anonymous mercenary helps contextualize what the game’s story plays out as.
One real critique that I think I might not be alone about, is one that just simply might never be implementable. This game would have been awesome if a multiplayer PvP “Invasions” system like a real Souls game. It truly deserves to be reflected upon, as a serious loss of potential quality.
I know for sure that many people across the Souls series and beyond, came to prize that type or setting of multiplayer interaction, as well as co-op. Even a reduced extent of 2v2 would have had a high probability of fostering a rather strong cult-community, given the firm understanding demonstrated behind the gameplay design, both in journeying and fighting.
Overall and regardless, this game goes down for me as a recent, valuable return to early gaming, that stays impossible to ignore even in the midst of our current highest games industry projects pursued, and certainly warrants a full 5 stars.
Also, if you have a preferred iPhone gamepad(I use RiotPwr brand mfi wired models), then that’s where this game really shines. There are so many well-demanded mechanics that reflect other standard, console-level games’ button mappings(especially with fighting game “claw”-hand posture, with index finger for left and up face buttons, and thumb for down and right face buttons, leaving the ring and middle fingers for the right shoulder buttons), that I don’t even find myself wanting to explore the touchscreen buttons at all.
To start with how stable the game is, I have played this version for an entire day, from 10am to 10pm binge, without a single reset of app, and it saved, maintained frames, and loaded every asset I expected from the various in-game interactions during that one session, while watching YouTube and Twitch in idle.
In terms of the game’s retention of story, art, and exploration flow, I’ve played it to the end without beating the final main boss. All the way through, lore discoveries, story impact, stats, utilities, difficulty, and character role were all improved promptly, frequently, at the right times, and in complement to one another. Everything stepped up exactly as it should have.
Between side-scrolling FoV format, frequent potions, and general simplicity of common and uncommon enemies, this Souls-Vania achieves a true “Lite” design, intended or not. Once navigation and combat is warmed up to, the bosses provide a sturdy difficulty of random attacks to have fun reading and countering.
To top it off, the abundance of choices in the loadout system really secure an ability to identify with a selection, and the player-character’s role of an anonymous mercenary helps contextualize what the game’s story plays out as.
One real critique that I think I might not be alone about, is one that just simply might never be implementable. This game would have been awesome if a multiplayer PvP “Invasions” system like a real Souls game. It truly deserves to be reflected upon, as a serious loss of potential quality.
I know for sure that many people across the Souls series and beyond, came to prize that type or setting of multiplayer interaction, as well as co-op. Even a reduced extent of 2v2 would have had a high probability of fostering a rather strong cult-community, given the firm understanding demonstrated behind the gameplay design, both in journeying and fighting.
Overall and regardless, this game goes down for me as a recent, valuable return to early gaming, that stays impossible to ignore even in the midst of our current highest games industry projects pursued, and certainly warrants a full 5 stars.
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Controller compatibility
It would be great if you added a controller option.
Absolutely a loveably game
It takes you deep and deeper inside its world.
Elderand
I just started playing Elderand, but I have to say I am immediately impressed. Elderand is fun right out of the gate. The gameplay is fast, fun, and not overly complex. The graphics are retro but still gorgeous, and the music is really cool. It’s a modern classic fantasy side scroller. Looking forward to digging into this one.
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Excellent Metroidvania
Just wanna say this is just a great little metroidvania title. Not too long. Not too short. Great exploration, weapons, upgrade system. Just perfect. I did run into occasional bugs but the frequent save spots made it not a big issue. Definitely recommend using a controller. Played and beat it over a weekend. Perfect! Only little nitpick is it took a while to figure out how to equip armor and rings as the ability to scroll right in the equip screen wasn’t super obvious. But that may just be me.
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。
Please tell me how to replace the acquired equipment.
Great Game!
This game is a lot of fun. I love how challenging it can be. Its so easy to start playing and not realize 2 hours went by. The only thing holding me back from a 5 star rating is cloud saves. Being able to set my iPad down and pick up on my iPhone while on the go would be great. Nonetheless, excellent job and keep up the great work.
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