Reviews from

in the past


I honestly had high hopes for Blue Fire but I left feeling underwhelmed and a little disappointed.
Wether it’s the soundtrack or the visuals, Blue Fire just feels like it needs to be compared to a 3D Hollow Knight. However the visuals and soundtrack is about where I would stop the comparison.
Unfortunately the combat is an uninteresting, forgettable joke. I often found areas to have a minor smattering of enemy’s that do barley any damage or inconvenience you in the slightest. This also applies to bosses that poses little a threat when you always have max health charges. In my entire play through I didn’t die once.
I should also mention the economy, or lack there of. At any given point in time I was filthy rich (unlike reality) and whenever I found a new vendor I would immediately buy out all of their stock. Not only this it also applies to health recharges as whenever I would use 1 or 2 it wouldn’t be long before I was maxed out again.
Blue Fire does have a relatively fun movement system, as your progress additional jumps and dashes become apart of your traversal set which is nice. But it feels quiet essential as there are many points in which this game requires you to backtrack or re explore an entire area again as it now has collectables required to progress.
Personally I find for every nice thing I can say about Blue Fire I could also point out the many flaws regarding the same thing. Blue Fire feels like it wants to be more but just requires that extra polish.

A bit unfortunate, isn't it. Even though you won't be fazed by its pretty standard fantasy world and story, the basis of collecting stronger items and abilities and zooming through earlier areas without many problems is solid. The main problem is the level design, and it unfortunately affects everything.

The foundation is good: you got multiple large and visually distinct levels, a few hubs, a few teleports, lots of opportunities. But it's all so awkwardly placed that you spend a lot of time traversing the same areas. Even worse, all the areas within a level look the same. I couldn't for the life of me recall any routes or locations which makes navigation actually terrible. This is then aggravated by a bunch of quests that have you revisit old locations to collect or activate things which would be okay in any other game, but here you really turn your brain off; especially because the goals often aren't interesting - open a chest to get a key to access an area to get an even better key to access something we're actually interested in, but you then need to activate three more things (one of which needs four more things to be activated).

It made me think about fantasy as a genre though, because I thought it wasn't my favorite genre anyway, and when Blue Fire started in a castle, with gods, some evil shadowy corruption, magicians, 'you're the chosen one' etc etc, I prepared myself for something thematically uninteresting. I thought that was unfair (it is), but now that I think about it, I don't dislike fantasy as a genre - it's just not an interesting starting point for me. It can certainly be good: either by including more unconventional elements (Bastion, Hades, Wandersong, Everhood) or just having a solid thematic basis apart from it (Final Fantasy, Dreamfall, Everhood again). Blue Fire has neither. Root of the problem is the inconsistent tone, where the main story is about corrupted gods and the death of the entire land, while the inhabitants seem to be mostly just fine, maybe a bit bothered by the monsters. It's so whimsical, but not in a controlled manner like in A Hat in Time. It feels like the world you're traversing has always been this way and it's alright how it is, and your quests are totally separate.

Even if we ignore the lack of thematic depth and level design issues, at its best it would just be a mediocre game about things you've already seen with gameplay you've already experienced. Just play A Hat in Time or Supraland instead.

Blue Fire is the sort of game that makes you think of other games you'd rather be playing. it invokes its inspirations openly, not even hiding its clear admiration for Wind Waker and other Nintendo games. thing is, it doesn't do anything with those inspirations. there is no meaningful design to be found in this game. pointless systems (crafting, sidequests) overlap and exist for seemingly no real purpose. movement is stiff, not very satisfying; the same can be said for the combat. three hours in, nothing about it stood out. no areas, no characters, no music, no story, no gameplay - nothing. instead, Blue Fire is the sort of game where you hit a switch to do an annoyingly timed puzzle that isn't difficult in the slightest but is frustrating due to your movement and collision. there is absolutely nothing exceptional to be found in Blue Fire. it is deeply, direly unessential.

i really, really hate being so harsh on an indie game. these devs clearly do have a lot of talent, this game just isn't inspiring or thoughtful in any way, be it narrative or design. there's nothing about Blue Fire that i walk away with. there's nothing memorable, nothing exciting. it's a pastiche of better games melted into a bland soup of a game. also why do so many indie games have protagonists that are just little blobby guys with a white helmet

This game was actually great while it worked but after back and forth the developers for months, it continues to crash constantly and be riddled with bugs. I was very patient but it was totally unplayable for 6 months, at which point I gave up. Disappointing, they hit on a great idea here.

game crashes every fuckin 10 minutes


O jogo é bom mas da crash demais, cansei de perder saves e progressão, cheguei na parte final do jogo mas está complicado.

Fora isso, é um metroidvânia 3D com muitas qualidades e alguns problemas comuns de um jogo estreante do desenvolvedor, a movimentação me lembrou muito A Hat in Time, e isso é um elogio, o combate não oferece muitas opções, mas é OK.

O que mais me desagrada no jogo (fora os problemas de desempenho) são os saltos de dificuldade e o level design confuso.

I went into this game expecting Hollow Knight but 3D, so I was a little disappointed at first. But once I got towards the end of this game and realized what it really was, I loved it. It's really a 3d platformer at it's core, but just done in a Metroidvania format instead of level-based. When you look at it that way, this has to be one of the best indie 3d platformers I've ever played, probably only behind A Hat in Time imo. The pure platforming in this game, in the rifts in the main game, plus the post-game DLC, is some of the best out there. The combat and movement both feel a little jank at first but once I got used to it, it was pretty good. Navigating is a bit of a hassle at first because it's not really clear where you're supposed to go, but once you get further, lots of shortcuts open and you learn your way around. The postgame DLC was such good platforming I debated bumping this up to 5 stars, but I decided against it bc the shortcomings of the early game (combat and movement not feeling great before unlocking more moves, and navigation being unintuitive) plus the game's visuals and music not being that good or noteworthy held it back from a perfect score

I know the creator was just trying to make a game and drew from games they liked, but there's nothing interesting to grab me here. I find nothing about this game enjoyable

A cute yet tough 3D platformer. The movement is the main highlight as before you know it you'll be zooming through it's world like you own it. It does suffer from less polished areas like the bosses and the hardest platforming challenges can be more frustrating then fun due to the camera. Still overall I respect the passion and effort from this small team and I'm glad I gave it a full playthrough.

It's not that bad but there was never a moment that I wasn't thinking of at least three other games that do everything this does but so much better

Love it or hate it, you gotta admit that Blue Fire is one of the games of all time.

I wanted this game to be a 3d hollow knight. And it isn't. That doesn't stop the game from having truly great moments and a gorgeous atmospheric world.
The platforming is a bit on the floaty side, and there is not an easy way to know where you are supposed to go. I found myself lost and backtracking constantly. The combat is not engaging and I ended up tanking all the bosses and just attacking nonstop. So take of that what you will.


A friend of mine gifted me Blue Fire and so I just installed it and started playing. I had heard of the game before because people made comparisons to Hollow Knight and Zelda, two of my favorite franchises. Right from the start, moving around the world felt good, which is always a good sign for me. When the base movement of a game feels good, I instantly get more interested in it. Navigating through and exploring Penumbra, the world of Blue Fire, remains fun and exciting the whole time. You get constantly more abilities and better gear, so that later in the game, you move very differently and much quicker trough the world in comparison to the first few hours of the game. What I found lacking is the combat. It is serviceable, but nothing more. The same goes for the bosses, some are alright, some are questionable. At least I had no trouble with any of the bosses so it did not bother me much that some fights were a bit clunky. I was kinda intrigued by the lore, not nearly as much as in a Hollow Knight or Dark Souls though. The sound design is noticeably well done, while the visuals of the game do not hold up that well. Some areas lack detail and clutter, but the graphics never bothered me while playing. I enjoyed my time with the game and wholeheartedly recommend it to any fan of Hollow Knight and The Legend of Zelda.

this game is almost perfect, but has too many flaws for me to give it a higher rating
before i go further, i want to say that i do highly recommend this game and wish to support the developer, what they've made is something truly special, and despite being derivative of other things, (namely hollow knight, dark souls, a hat in time and a bit of wind waker) it truly does feel unique and special, the contrasting elements of those games do blend well and it has enough of its own flare to make it stand out. legit, play this game.

now then, that out of the way, this game is...
well its hard to put it
as i said above, its a mix between various games, and it doesnt try to mask it, and honestly thats fine. for one thing, its easy to know if you'll like this game, just from if you like any of the games its inspired by, and it never goes too far with its inspiration, i cant exactly call it a rip-off of dark souls, hollow knight, a hat in time or wind waker when it also has its own identity.
it helps that it also controls really well, and the more you play the game, the better movement you get. you start with just a single jump and a short dash. you have 2 upgrade (spirit) slots, 3 points of health, and a little bit of mana. simple and gets the job done. you can also attack enemies with your swords in a simple 1-2-3 hit combo, and do a little emote. but as you trek along for your quest to kill the queen, you'll earn more abilities and spirits. until you feel like your average method of traversal is just exploiting the game. first you get an air slash that can gain you extra air, then an upgrade to gain more air if you do that after a dash, then a wall run (which also lets you wall jump), then a double jump, then a triple jump, then a dash-extender which MASSIVELY extends the length of your dash, then a jump height increase, then you get yet another upgrade for your air slash that increases the air gained, then you get the ability to run, and probably other stuff im missing, the movement is the best part about this game and (aside from the wall run/jump) it all feels super good and responsive. some of these are spirits for the spirit slots, but you can have all the movement related ones equipped by the end. doing void challenges and grabbing orbs in there allows you to spend the orbs for more spirit slots (max of 10), and just finishing the void challenges nets you a free heart. you're gonna need em.
the void challenges are both one of the game's highlights and one of its flaws. they're these somewhat short areas based on pure platforming. think mario sunshine fludd-less levels, but if fludd is never taken from you, and by that i mean you retain all your upgrades thank god. that doesnt make them easier, and in fact, id say they're harder. much harder. they tell you the difficulty before you enter them, thank god. 1 star means easy, 5 stars means hard. but you'll quickly notice that most of them are 4-5 stars. i'd recommend saving those till you have absolutely everything in the game. some require late-game abilities without telling you. you can cheese it at times, i did several without even knowing i needed a double jump for it. once you understand the movement, you feel like you understand it better than the game understands it. anyway, once you get to the 5 star voids, thats when hell begins. having to wait for slow platforms, doing 180 leaps of faith jumps because you cant move the camera and jump at the same time, instakill spikes everywhere that send you all the way to the start, all while trying to get every single orb. the timing and pattern memorization can be insane, theres several levels that seem like they came right out of super meat boy, even down to the difficulty, but where SMB has very tight wall wall jumping with a very clear path.... this game doesnt. the wall running is the most jank part of the movement and sometimes when youre doing these voids, there will be so much shit in front of you that you cant tell when you should go. i could forgive it all however, if the voids didnt blind me. see, the voids are just pure white, and then theres also bloom on top of that, and all the platforms are a light grey. so i hope you like blinding white, because you cant even turn the brightness down. thankfully there aren't too many void challenges, but you will encounter them regularly as you're traversing the many levels. speaking of the levels, they kinda.... arent good
i mean they can be, but they also feel kind of half baked. im not quite sure how to put it. its fine at first, but the moment you take the elevator to the sewers, the game takes a hard dip for a while. for the next hour or 2, you feel like you're going the right way by way of the wrong platforms, thinking "this has to be the wrong way, no sane designer would do things like THIS". that thought continues as you head outside to the stoneheart city and this is when you realize the rest of the game was designed around later game movement. the part that tipped me off is when i went to the shrine in the middle of the city, saved and jumped down to a ladder just past the shrine, easy to reach, it seemed like the right way, like the game was guiding me to this direction. save point in center, new path beyond that with a giant door. but no you cant go there till later, and beyond that door is a locked gate. this is when you have to go back to the shrine and realize... you cant make the jump... you have to die (or save, quit, continue) to get back. the game feels like you should have a double jump or even a wall run by this point, but no, you dont get much movement till around 40% of the game is done, and then the game just kind of gives you one ability after another. hell i got the triple jump before the double jump, and at that point the game just starts feeling a lot better and a lot easier. it is kinda nice getting the double jump after so many other upgrades, so by the time you get it, you feel like you can effectively use it in tandem with your other tek. i know i may have contradicted myself here by saying the double jump should have been gotten earlier then praising how late you get it, but i do feel like the movement should be more evenly spread out, like maybe before entering the sewers you get the air slash. that gets you a little extra air so its like a double jump, but its one you need to charge and it only charges on the ground so you cant abuse it. though it does have one major flaw. to charge it, you first need to attack. attacks move you forward. that is a death sentence in some voids with the tiny platforms. its less of a problem by the time you get the double jump, so maybe its my fault for doing voids as soon as i see them, but i still feel like it should be improved.
i'm not done talking about the level design yet. im gonna skip some areas as to not spoil too much. but throughout the game, youre gonna notice some locked off doors and gates, or some platforms you cant reach yet. you better memorize the hell out of those locations cause the game expects you to backtrack for the rest of the game. soon as you get a special key, you need to go to a door that leads to the final boss, but it aint boss time yet, cause beyond that door is a hallway thats locked by 3 bosses-i'll get back to those-and to even fight those bosses , you need to do trivial tasks that involves you memorizing the things youve seen in the game that you couldnt interact with yet. starting with activating 4 switches in a sewer, then helping people in the last new area of the game, then activating 4 orb statues which then make you collect about a dozen orbs throughout the level... so have fun backtracking the worlds. you'll be seeing a lot of dungeon world, sewer world, stone world, forest world, ice world, dark world and lava world. dont be ashamed to look up a guide. finishing each task will then allow you to open a boss door, and the bosses you face... well all the bosses in the game are pretty much the same. survive its attacks then wail on it when it stops. even the final boss is like this, and with how few bosses there are in the game (maybe 6?), its pretty disappointing. theres not even any secret boss or a sword guy to fight. some of the later game enemies are better bosses than the actual bosses. how well you do in the fight is pretty much determinant on if you got a good enough sword to kill it faster, and maybe some spirit abilities for combat, but honestly its not worth removing your mobility spirit abilities.

look, end of the day, beyond all my criticisms lies a great game. my goal here is not to convince you to avoid this game, its to make you aware of the games flaws before you play it, maybe help you get past some of it better than i did. this is a legitimately fun game that i do recommend and maybe if we get a sequel, all of this could be fixed. heres hoping.

Not a perfect game, but shines in the right parts, which made it a great experience for me. The biggest of which is the really satisfying movement system, it just feels great to move around the world, which gets even better, when the game progresses, unlocking new movement abilities and modifiers. The amount of fun i had just dashing and flying around the world in the last hours can't be underestimated. Paired with that is a well designed world resembling a mix of Zelda and Dark Souls that supports that movement and enables really satisfying exploration with enough things to discover. One thing of which are the numerous voids scattered around the world, smaller separate levels, which challenge the players movement abilities. Those levels can get dicey, but were never too frustrating (mind you i did not play the DLC yet).
Getting around being as fun as it is, i didn't mind it too much that the combat system kind of falls flat, it is fine with normal enemies and the boss encounters are servicable, but unlike the movement system, that aspect of the game unfortunately doesn't evolve much, but it's also not the thing the game focuses much on.
The story is fine, a nice backdrop for the world, but nothing more, i enjoyed stumbling across all the quirky npc's allong the way though.
One last thing to point out is the surprisingly well made sound design, that really adds to the souls-esque atmosphere the game is going for.

Imagine Super Mario Sunshine but Mario never got out of prison.

Wow, did I have fun with this game. I struggled to find something that I was as-invested-in as Hollow Knight since I first picked that game up back in 2019. This game really did it for me, and it is fantastic on so many levels. What keeps it from being great, in my opinion, are the camera mechanics and some of the bugs that have yet-to-be resolved.

Unfortunately for me, my file was corrupted on the final boss fight, which is something other players have reported experiencing on Reddit and other platforms. This was a major disappointment. Aside from that, the camera will often zoom or pivot unexpectedly, especially in some of the game's more advanced platforming, and it can definitely trick you into thinking you've missed your mark. I think these things might be more specific to the Switch release of the game, though. Regardless, I would definitely recommend it. Great story telling, awesome platforming, and a super cool adventure overall!

the hardest a game has sought to capture my specific childhood dreams since i played tunic. perhaps my new personal favorite moveset to use in any 3d platformer, replacing a lot of more typical zelda/metroid item progression with increasing mastery over movement, both for myself and the character. and what a world u move thru...love the lore and story that has more in common with zelda's arch fables then fromsoft's hyper-dense tomes, with a constantly maintained sense of mystique and history,,,vibes on vibes, familiar tropes of places in a rich and sincere presentation that make me feel like im seeing them for the first time. topping it all off are the high end void challenges, which at their best are the closest ive seen to a 3d version of celeste or super meat boy...pure compulsive and disarmingly approachable joy of accomplishment in 30 to 60 second increments of frantic Not Screwing Up. kinda cant believe this exists, i wanna cry about it. a last minute highlight of my entire year.

some fun platforming and decent combat.

Blue Fire does a few things well but nothing particularly great. I think the movement & combat feel great and have the greatest potential. The voids (think Shrines in Breath of the Wild) are the best part. Pure platforming challenge and super satisfying to complete. Really enjoyed those, I honestly would take a level based game with just these voids. The temples are pretty enjoyable as well (way fewer of those, only 4 or 5 I think). But rest of the game leaves a lot to be desired. Enemies are pretty bland and easy to beat, even the few bosses I beat. The world design is okay but it almost requires a map to navigate. I got lost a couple time either from not knowing where I was or just not knowing where I was supposed to go. NPCs are bland and don't have much to offer. There's multiple tunics and weapons but they all felt the same to me. It all adds up to a game that, while not a disaster or offensive, just doesn't stand out.

it's been a minute and this deserves another go but I was disappointed :/

Blue Fire is a dark-cute litte plattformer that stays a bit behind its potential. It does everything "okay". The plattforming is its strengh but it needs more work. It feels a bit off sometimes and not responsive as it should. Some of the plattformer-levels (called "Voids") were really frustrating because of that.

The Combat has no impact at all and its really not fun at all. The bosses are really boring and uncreative.
There are no puzzles in the Zelda-ish dungeons other than collecting keys to open doors.

I Think the Devs behind this game are just unexperienced but if they improve the flaws, they could make a really good 3D plattformer. They should focus on exploring and collecting and fun boss fights instead of putting annoying enemys all over the world.
OR they can think of a way to improve the combat and give it more impact to make it actually fun to fight stuff.

At the end of the official Grown Ups trailer, Adam Sandler, David Spade, Chris Rock, Rob Schneider, and Kevin James are seen wallowing in a swimming pool at a water park. James’s daughter approaches and asks, “Dad, are you making a sissy? You know they have a chemical in the pool that turns urine blue.” James responds, laughingly, “No, no, no, that’s an old wives’ tale, sweetie.” After which, of course, the camera zooms back, the child screams, and we see that all five men are surrounded by dark clouds of “sissy.” End joke.

"Wheeee!" I say as I jump through this Platforming Game!

The game wears its inspirations on its sleeve but manages to stand out as its own thing due to its wonderful controls, fun mechanics and interesting platforming challenges. The camera can be obnouxious during some of the more claustrophobic challenges though. This game will probably be my favourite hidden gem from this year.

I may come back to the Void Maker mode and bang my head aginst some of the pre-packaged levels, but as of right now I'm good with what I've played of this. Good movement, some alright level design and platforming challenges, but it feels blatantly unfinished in a lot of ways (lack of proper dungeons past the second temple, Silent Realm type challenges substituting for actual content near the end, basically no upgrades you actually use after the one-third mark). The three lord boss fights are cool but most combat is bare-bones. Enemies don't do enough damage to force you to learn their movesets. Still, I hope the devs keep making games; with some extra time/budget they could turn out something pretty cool.


While it wasn't the greatest game I've ever played, the combination of Soulslike combat/world building with 'A Hat in Time'-esque movement carried this through to the end for me. Enjoyed more than I expected!

Pretty fun, easy 3d action platformer. I wouldn't say its amazing or ground-breaking but It's a pretty fun game that I think is worth the price . The music is also pretty nice

An alright platformer that offers some fun enough challenges but doesn't really do anything particularly interesting. The platforming is solid enough but the combat can be pretty messy. The void challenges are definitely the primary appeal of the game since the main quest generally just offers a lot of wandering, easy puzzles and annoying bosses. The artstyle is nice but the actual character designs are uninspired. The story is nothing to write home about and the general lack of difficulty as well as NPCs being scattered all over the place really lowers motivation to do side quests. While the game didn't wow me, I do greatly respect any indie game that takes the 3D route instead of just opting for a 2D metroidvania.

Excelente jogo de exploração e plataforma.

Sua estrutura é como um metroidvania 3D,
então explorar é o foco do jogo e ele faz isso muito bem,
explorar e descobrir áreas novas é muito divertido.
As habilidades são boas, ambientação e músicas ótimas,
o combate e os chefes são ok, o maior desafio do jogo são
as partes de plataforma de precisão com partes difíceis e bem dinâmicas.

No geral um ótimo jogo e muito divertido.