An old rusty key found deep in a cave, what could it open?
Explore a dense world, fight ferocious enemies, and solve puzzles in search for answers.
Master key features :
Item based exploration
Dozens of enemies
Shops, weapons, and powerups
Dungeons
Between 5 and 20 hours of content...
The game description, while as spartan as the presentation of the game itself, describes it pretty completely. Look past the 2-bit visuals - or revel in them, as you will - and you will find a large world to explore and poke and prod for secrets and treasures.
This game is an exceptional execution of it's design goals. Runs without issue on linux.
It's an extremely well done game, all considered, well deserving of high marks. I'll almost certainly be playing the next game in this series which was recently announced.
I have two criticisms and a mechanics quibble.
First the quibble, which, while frustrating, did make combat more challenging. That is, why does your character move forward when your sword hits an enemy? Early on this makes it difficult to hit enemies without subsequently being pulled into their hitbox and taking damage. Along with this, sprinting right after hitting an enemy with your sword causes you to sprint forward instead of in the direction you're holding, causing the same sort of issue. Why this is a complaint at all is I'm not sure this behavior is even intentional, as it is inconsistent and swinging your sword without hitting an enemy doesn't pull you forward at all. That is to say, I believe it would be better if this behavior were either more consistent or different altogether.
My primary criticism is to do with the occasional jankyness which is rooted in reliance on the Unity engine instead of more custom solutions. It's most noticeable in some screen transitions, especially in the directional maze, but also in the less than ideal map implementation. All and all it works plenty well, but could be better. As an aside, it would certainly feel more retro with a more restricted game engine requiring cleverer implementation, but this is not necessarily reasonable to expect.
My second criticism is thematic. I never liked this idea of muddying the water between good guys and bad guys. Bad guys are bad because of what they are. Monsters are monsters. I get it, it's lighthearted, saccharine even, but Zelda is plenty lighthearted yet remains grounded by drawing a much more definite distinction between monster and not. While brain-dead in this regard, it doesn't get in the way of the game being fun.
Fantastic music, thoughtful game design, awesome dungeons and tons of secrets. I really don't know how this game could have possibly been better than it already is.
Out of modern zelda-like games, this is likely the one that does the best job in taking the formula and distilling it to its purest form. With not a single word in the entire game, the atmosphere is mysterious and the world encourages you to explore. And there's a lot to explore, the world is easy to get lost in (in a positive sense) with tons of collectibles behind every corner. I haven't found everything yet, but I will for sure be revisiting this one. If you want to play something like early Zelda games, you can't choose better than this!
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Last 30 daysLast 90 daysLast 6 monthsWheneverAfter releaseDuring Early Access
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