

The art and sound effects are great. But the level design is so one note that it wears out its welcome far too early for my tastes. I'd suggest picking up the OST instead of the game, if you're going to give the developers any business.

The opening few fights are good. But then, the game decides that throwing two or three times your party's number of enemies at you each encounter is good a idea (hint: it is not). There is an option to not adjust the enemy levels down to your party's, but I was trying to avoid grinding, so I left that option on. It might be the reason the balance feels so off. But then, you're expected to grind a lot in between story missions, which would also become boring and tedious. So, ultimately the point is moot that while the system is interesting, the implementation was botched. I didn't have any stability problems while playing it, though, so props for that. I thought there was a lot to like in the world building from the little I got to experience.

It seems like a lot of attention was given to the story and animations. However, I wish as much time and attention had been given to the controls and overall feel of the gameplay. It plays very stiffly and slowly, leading to my boredom. The option to speed up dialogue, but not skip through it with a single button press seems like a major mistep. I think these developers would be better at making high quality animated productions instead of games.

A lot of good ideas marred by subpar execution. Combat is fast and fluid, but doesn't really have enough weight behind it to feel visceral. The platforming is not bad until you require pixel-perfect accuracy to hit some of the lamps and rods once you get the situational double jump. The character design is also worthy of praise, where I actually got a laugh out of the protagonist a few times. However, ultimately, a lack of strong direction for the player at the start hurts this game a lot. I wandered around for an hour before anything interesting happened and I was about to drop the game by then. I stuck it out, but got tired of the damage spongey enemies and uninteresting platforming design. I think some of the game's platforming problems could be overcome by letting the right stick look beyond the screen. There were a few instances where I basically had to simply fall to my death a number of times to navigate a downward platforming segment. It's just tiresome when you're punished for something so simple and that has already been solved for platformers of this type. I give the game solid marks for creativity, but poor ones for the execution and overall presenation.