Reviews from

in the past


WOW.

This Metroidvania was able to glue together all the elements of the genre in a fitting and marvelous way. It has incredible lore, interesting characters, top-notch level-design, fun combat and quite different and full of personality itens/upgrades.

I did enjoy the game's three endings a whole lot, to those of you that are fans of the style or just like good games in general, you can't go wrong with this gem-of-a-game.

9/10.

Que história comovente!

Eu sou aquele cara que jogo pela história, porém este jogo é um ótimo metroidvania, merece mais reconhecimento.

Foi uma experiência muito afável e sofrível malditos corvos!
Gostei bastante do combate e exploração, os signos visuais e entrelinhas na temática de lillie são muito boas, elas evocam algo muito maior em seu final, resultou se a mim lágrimas.

nao teve jeito é o tal do peak.

This game is just beautiful. I didn’t know Mili did the ost for this game the first time, and upon replay it hits so much harder. The unending somber, regretful mood reinforces the experience so much. It’s also a lot less linear than I remembered, at least after i got the ability to swim. Combat never felt dull, but i can understand why it wouldn’t appeal to some. A lot less souls-y than most other similar games, which i think is a good thing. Viking attack is still way more fun than the umbral knight, and i definitely feel bad for not utilizing any of the other spirits beyond the hammer, projectile, and both counters.
I would recommend this game to most people who like metroidvanias, though I’ve been informed that the first YouTube result for it is some review channel dogging on it lmao.

One of my favorite metriodvanias. The way it's world just draws you in and captivates me, the stellar ost that sets the tone perfectly, fun exploration and moves to use, and a really fun combat system with intense bosses, including a depressing setting, this game is Susie Core and I can't get enough of this. Must play for sure!

a year ago I tried ender lilies and thought combat is clunky, unresponsive and I shelved after beating the first boss without giving it a second glance, now with the sequel coming soon (early access at the moment) I wanted to get back to the first game and oh boy did I got back to it and did my first impression aged badly. I simply had to get used to the overall feel of it and after that it just flowed from start to finish. I couldnt give my attention to games for about 1-2 months but ender lilies broke it and ignited my gaming side again with me being absorbed in this visually beautiful but storywise bitter hidden gem for 3 days straight. only nitpick I do have is that (and its probably my fault) while backtracking after getting new movement upgrades I felt I wasted my time because sometimes it wasnt clear what to do or how to find the the way even if I knew which paths got open (I checked one resting site for maybe 10 times and found the secret at the end of the game lmao), probably because map isnt detailed, I had to leave 2 areas not full so no %100 :(
also mili slaps as always, even though I knew and listened to ender lilies soundtracks before playing, it got even better while experiencing the game
I was not familiar with your game binary haze, you can cook and keep cooking. ender lilies is one of a kind game and a masterpiece at that. I'll wait for ender magnolia full release


Another great entry to the indie metroidvania Souls-like genre. Has more of a focus on action than on exploration. The level design is nothing to write home about, but the combat system allows for a lot of customization and variety. On top of that, the atmosphere, while very reminiscent of Hollow Knight, is hauntingly beautiful. The bosses are great, enemy variety/design is good and the difficulty curve is pretty spot on. Challenging enough while rarely being frustrating. It's not quite up there with the best of the genre like Hollow Knight and Ori, but it's most definitely above average and well worth your time if you're into this stuff.

So before I moved to Southern California I almost never ate fast food. Living in New York if I needed something cheap and fast in the middle of the night I'd just get a slice of pizza, or maybe Chinese food, hell maybe even a bodega sandwich. Then I moved out here and started grad school and found myself eating Taco Bell or Jack in the Box 2 or 3 nights a week because it was the only thing open at 1 in the morning. I guess it became a habit because now getting fast food and eating in my car in the parking lot next to the drive-thru is like a weekly occurrence. My go-to spots are Taco Bell, Wendy's, Popeyes, and In-N-Out, and I can't really eat at Jack in the Box anymore cause I had too many of the gnarly 2-for-a-dollar tacos and now everything from there makes me nauseous. (Psychosomatic?) When I first moved here I'd never tried Del Taco before, and my first experience I remember being like "this is awful, it tastes like nothing." The mild sauce tastes like someone literally just squeezed a tomato onto your food and the hot sauce tastes exactly the same but it makes your tongue tingle. The ingredients are all pretty fresh. Unlike Taco Bell it doesn't feel like you're eating a simulacrum of human food. It just kind of feels like someone made one of those Old El Paso taco kits, but they somehow lost the seasoning packet so they had to raid their own spice cabinet but all they had was salt and some cumin powder that expired 3 years ago. After that first experience I figured I'd never eat there ever again. But every once in a blue moon I'll find myself getting a craving for it. I eat at Del Taco probably once every 3 or 4 months now, and it's nice. I wouldn't say it's "good" or "tasty," but in some weird way it hits the spot.

ANYWAY! This was like... fine? Got to the final boss and kind of just didn't feel like finishing. But it wasn't a bad experience, just kind of a bland one. If they ever make a sequel I'll probably play it.

The controls are tight. Cool, diverse skill set. The enemy and level design are nothing special but aren't terrible. Some decently challenging boss fights. Lots of goodies to collect. A little on the linear side for a Metroidvania. The art is really well done, if not exactly my taste.

Does not tug on the heart strings or 'make ya think' as much as it seems to think it does. There's an area of the map filled with poison gas that quickly kills you if you don't have a special mask item, and it's straight up called "The Verboten Domain." That's the level of poetry we're talkin' about here lol

Also: Games have GOT to stop doing the Dark Souls "have a bunch of flavor text vaguely point toward a story rather than just telling you a story outright" thing unless they actually know how to write evocatively and have a lore that's WORTH BEING CURIOUS ABOUT!! Like idk, I'm an obsessive completionist so I picked up all of the notes or letters or engravings or what have you and what I can tell you is that this game is about princesses. Who are sort of like clones, maybe? And there was like a plague or some shit, for sure. Turned people into zombies, sort of? A king went mad at some point, definitely. I don't know who "The Ancients" are but they're definitely important. And some well meaning (?) wizards did some evil experiments or something? Whatever, who care.

✨𝒄𝒖𝒆 𝒕𝒘𝒊𝒏𝒌𝒍𝒚 𝒑𝒊𝒂𝒏𝒐 𝒎𝒖𝒔𝒊𝒄 𝒂𝒏𝒅 𝒈𝒍𝒐𝒘𝒚 𝒑𝒂𝒓𝒕𝒊𝒄𝒍𝒆 𝒆𝒇𝒇𝒆𝒄𝒕𝒔✨

This is my second time through this game. My first time through, I only obtained one ending. (the default ending), and went on with my life. I did enjoy the game back then, all the same. But going through it again? Knowing what I'm doing, getting to see every nook and cranny, and besting every obstacle to finally, FINALLY, after more than 2 years, get all of the endings?

Even though my experience with this second playthrough is very skewed with personal anecdotes, I can safely say that Ender Lilies is now my new favorite metroidvania, unfortunately dethroning Momodora: RUTM. This game has so many things coming together to weave the perfect storm, and it's truly beautiful. Musical composition, gameplay, an immaculately perfect blend of difficulty that I wouldn't change if I could (and I can, if I wanted to, another nice thing to note that the devs threw in for finishing the game.), an enthralling plot that evokes deep emotions and powerful melancholy...

It really is worth all the time that it asks of you. Check it out if you even have an inkling that it might be your style, I don't think you'll be disappointed.

For me, Ender Lillies is everything a videogame should aspire to be.

Genuinely one of the greatest osts I've ever heard, it's a fine metroidvania with a phenomenal ost

I’ll admit, from a complete gameplay perspective, I don’t think Ender Lilies would actually be a 10/10. I still think it’s an amazing game, however I have so many personal connections to Ender Lilies and it’s genuinely one of my favorite games ever. I remember playing this game back when it first enter early access, and I absolutely adored it. I then played it again when it fully released, and I nearly completed it all, though I couldn’t beat the true final boss. After all this, with news of this game getting a proper sequel, I really wanted to replay Ender Lilies, and this time I was able to completely 100% Ender Lilies. And the more I played of Ender Lilies, the more it grew to be one of my favorite games of all time.

Now, I’m already biased here. Ender Lilies is a Metroidvania, and those are some of my favorite games ever. Ender Lilies is absolutely a fantastic Metroidvania, from its aesthetic, combat, and especially its mechanics. There’s so much that I adore in this game. Ender Lilies has one of the best quality of life additions for a Metroidvania, but at the same time I’m unsure how many Metroidvanias actually have this feature. Specifically, on the map it shows when you complete each room in an area, switching between Blue and Yellow, which is really nice. It helps direct you to know when you’re done in an area, or if you’re trying to 100% the game, to know where you need to go to further progress. Some areas are harder to find specific treasures, but when you’re able to succeed in getting them, it feels so good. There’s one that requires you to climb between 2 tall towers, and jump across the large gap between them. It was really difficult, but it felt so good to actually do.

And I absolutely adore the exploration in this game. Yet again this goes back to my bias with Metroidvanias, and how much I love them. I love getting lost in games, wandering and stumbling upon things, important or otherwise. Aside from very few games, There’s so many fun little nooks and crannies in Ender Lilies, alongside great platforming and combat challenges. The game doesn’t really point the player in a correct direction either, which is really nice. It shows you where exits to rooms are, but you still have to find your way to that spot, and even then, there isn’t even any markers telling the player where a sort of ultimate goal is. The player just finds it themselves, which I really love. With the near lack of direction that Ender Lillies has, the player is fully able to get lost and immersed in the world, which I adore.

And when it comes to the movement abilities, while they’re not completely unique, they’re of such a high quality, and there’s some really fun ideas thrown into the mix. Particularly I adore how this game works with the mechanic of dashing. At the beginning of the game, the player starts out with a rudimentary dash, though it’s purposefully not good. The player falls to the floor, and has to pick themselves back up. It’s good early game for dodging attacks, but not horizontal movement. But later in the game, the player gets an upgrade to their dash, which turns it into a more archetypical dash for a Metroidvania. And that Dash becomes one of the best movement options in the entire game. The other movement abilities are also really fun, and they’re all utilized so well in the game’s environment. Genuinely all of them are amazing.

I also really like the spirits you unlock throughout the game. Aside from the starting soul, you get them all from bosses, major, and minor. There’s so many spirits, and you can practically equip 6 at the time, though you switch between sets of 3. And there’s so much customizability with them, and you can create some really fun builds with them. Back when I played the game for the first time, I really liked using the summonable spirits, having a Summoner build. While this time around, I went primarily with melee build, focusing almost solely on the beginning spirit. I also really love how some of the spirits can help with movement, sometimes necessitating using them to find some of the rarer treasures. The spirits are so malleable and customizable, and I really love them.

The relics as well are really fun modifiers you can include as well. I will say, I think objectively the best one is the one that heals you slightly every time you damage an enemy. There’s also simple ones, such an increasing health, damage, or defense, and there’s also some other good ones, like increasing your healing usages. It’s also well balanced, by limiting how many you can equip, though increasing how many you can hold as you find certain treasure. I absolutely love it.

Combat is mostly simple, but man it’s really fun. The further you get into the game, when the enemies get noticeably harder, it becomes really fun. There was a section in the game where you climb a tower as enemies appear as you climb up, and you have to fight them all to unlock the path forward was really fun. Some enemies are annoying at times, but they all become manageable eventually, and it feels so good going back to an area where you originally had trouble and you steamroll it because of how much you’ve progressed. And I absolutely adore the bosses in this game. Most were relatively easy for me, I beat a majority of the bosses between my first to third tries. I remember when I played this game when it first released, Hoenir was absolutely the most annoying boss day one, he spawned other enemies at a ridiculous rate, though it was patched and became a more balanced boss. For me though the hardest boss was Ulv, he moved so fast, and his attacks were brutal. It probably took me 20-30 tries to actually beat him, but it felt so good to actually do so. An interesting thing though is the boss that actively prevented me from beating the game, the final boss, I beat on my complete first try, barely having any difficulty with it. It honestly was mind blowing to me for that to occur, but it feels so good to have that happen, it feels like I’ve improved so much between then and now.

And I can’t ignore Ender Lilies’ music. This game introduced me to one of my favorite bands of all time, because that band worked on the game’s music. Mili is an amazing group, and all of the music that they made for the game showcases that. I’ll admit as well, the credits music made me tear up, after everything that I’ve experienced within and around Ender Lilies, hearing that end credits music really impacted me, and cemented my love of this game.

Yet again, I can’t guarantee that you would have the same love for Ender Lilies that I do. There’s so many personal experiences that connect me to Ender Lilies that I know other people wont share. However to me that is an important factor on the love of a game, those connections, the impacts that a game have. And because of that, Ender Lilies is downright one of my favorite games of all time, even if you don’t love it as much as I do, please give this game a chance. It may not be a masterpiece for you, but it is a masterpiece for me.

Mediocre metroidvania with nothing much to offer other than the stellar soundtracks and the dripping atmosphere.
Level designs are terrible for the most part, boss fights are no fun, late-game areas/bosses felt cheap in terms of difficulty, character animations lack polish, most of the spirits/relics ended up being completely useless, lore is passable.

Very solid metroidvania, though it doesn't do that much to separate itself from others. The combat was fun and the biggest focus of the gameplay, the platforming in here almost never matters and remains really basic the whole way through. Combat consists of juggling 6 of your spirits around and can get pretty hectic. Enemies are fast and hit really hard, but your character is really agile and your dodge gives you a lot of invulnerability so it's usually very doable. I particularly enjoy the bosses, they all feel impossible the first try but as you start getting the patterns down it becomes very doable and fun to beat their asses and looking cool while doing so. The music has some nice moments, especially when Mili comes in and sings some lyrics, but that's not often. Most of the time it's very generic and honestly boring at this point sad piano. As soon as I finished this game I completely forgot every track that wasn't Mili. Visually this game is a treat, the enemy designs are gross as fuck and interesting to look at, as well as the rest of the world. Everything looks cold and dirty, which makes sense for the setting, which is a ruined kingdom. Speaking of which, I found the story very unengaging. Most of it is told through documents you find and read, but there was something about it that really failed to get my attention. I already don't remember much, and even the cutscenes felt bland. Like I said at the beginning, this game is very well made, but there's not much here that I could really call original. And you know what, that is perfectly fine. I don't regret spending around 22 hours getting everything in this game, some very annoying to get collectibles aside. The map always tells you if a room connects to another, a vague direction where that connection is, and if there is a secret there. Some more detailed room layout might've been useful, but the game tells you just enough so that you don't get too lost and secret finding remains satisfying and not irritating.

Ender lilies is a videogame. It has gameplay, characters and a soundtrack. It even has a story.

feels really good to play and has a cool setting and story

Ender Lliles é o classico caso, pega tudo que já foi feito antes em metroidvanias, e deixa no seu melhor jeitinho, o jogo não se destaca em nada como um ''criador'', mas porra, que jogo divertido.

Puta exploração interessante, belas e divertidas boss battles, um backtracking foda, um sistema de mapa interessante que ajuda demais o jogador, um visual que é a unica coisa que se destaca bastante dele.

E o sistema de armas e ataques, que é bem unico, usar a alma de inimigos para atacar, sem ser um subitem, mas sim uma arma central mesmo.

Simples, delicia, divertido, bonito, brabo, exatamente o que Ender Lilies é.

Man, I really really wanted to like this game more than I did. I'm a sucker for the the pure priestess forced to carry the burden of the world and slowly corrupted by it plotline, and the art is quite good, but actually playing it...

The rooms are huge, like way too big, just big open spaces filled with platforming and enemies. Except the platforming is just, y'know it's fine. Your dodge being more of a face first dive (to start) makes it pretty funny, but it's not really as interesting or smooth as it's contemporaries. Then the enemies... There were so many times I'd just fight through rooms and rooms of the same or a couple of big guys who were kind of a pain and would chip away my health and then it just seemed like they never ended. Runbacks became a huge slog to a point where I was just zipping past guys unless the rooms were locked because it hardly seemed to be worth the effort it took.

Bosses had the same issue. They were mostly Okay, but at the point I gave up I was fighting a guy who zipped around but I could only hit from behind. I could only get a few hits off and his health pool was so big it was just incredibly tedious only to get hit like a truck by an attack... It didn't feel great.

I appreciate what this game is doing, but it unfortunately just feels a bit too amateurish. There are a number of issues (like lever placement and the way they blend in against the dark background) and just the sizes of the rooms, that feel like they wouldn't have been an issue if the game had had proper playtesting and had been tuned accordingly. But I can't fault the game for not having the time and budget for such things.

To speak positively about the game, I think the spirit system is really fun and I enjoyed unlocking the spirits through the minibosses.

I think there is a good and enjoyable game in here, but as it stands I've played 11 hours and I don't think I will be finishing it.

EDIT: I quit this game yesterday in a rage and came back and now I've quit it a second time. It's so frustrating because there's different s good game in here, but man these bosses can eat rocks. I made it all the way to the final boss in the end but I don't think I have the strength in me to finish it, which is agonizing because the ending is So Close, but for real FUCK that boss.

I just love the trope of "A small glimmer of hope saves a broken world"

Mili makes me feel a melancholy that a few OSTs actually achieve.

I don’t play a lot of metroidvania games, but Ender Lilies looked beautiful with its gothic fantasy style, and that along with its unique combat mechanic hooked me immediately. You see, the player character—a young girl—could only jump and evade, instead the spirits of defeated enemies were utilised as weapons. There were many to collect, offering a range of melee, ranged and magic skills that could be swapped out and tweaked. I had a good time finding out what build worked for me; I preferred ranged and magic.

It wasn’t without its frustrations as some of the maps were just horrendous to get through, and with it jumping on the souls-like train the difficulty spiked. The bosses, though, were enjoyable and fun to learn, and I consider that an important factor in games like this. Overall it was worth it, the atmosphere consistently moody and enhanced by the excellent music.

the flow of the game is surprisingly great even though I wasn't feeling any type of emotion towards all the characters backstory but I've had my way of satisfaction by 100% , great bosses and world design and the soundtracks were phenomenal

Beautiful visuals, spectacular soundtrack, and solid combat...all absolutely ruined by it trying and failing to be the next Hollow Knight, as it tries to be hard but fails to recognise what "hard" actually is, and what made that game tough, but fair. This is neither tough nor fair, it's just a mindless slog.

This is about as much fun as stabbing yourself in the eye, and seems designed more to frustrate than to challenge - bosses are excessive damage sponges, you're pathetically fragile, and if you combine this with predictable and repetitive attack patterns it just turns into you doing the same thing over and over for far longer than should be necessary. It's boring, unbalanced, and very poorly designed. The systems in this game are all pointless: levels don't contribute in any meaningful way to damage you can take or receive, relics are a waste of time that don't enhance your survivability, and most spirits are useless. What's the point in having these there if they don't actually do anything?

This game is like the foulest expired food you can imagine wrapped up in the most beautiful wrapper you can imagine. It looks nice on the surface, but once you get past that...

solid metroidvania! i honestly just had a well-rounded early game loadout that felt satisfying and just stuck with it the whole game. didnt really feel slow at the beginning because of this, but i can definitely see why others would think so

Fun combat and level design (minus the final area) and some fun boss fights (only the main ones, the side ones are a joke, and there are 2 bad main boss fights). The bosses and combat aren't as good as something like hollow knight but they are fun enough in their own right.

The overall map design is ugly, confusing, not physically possible, and not actually 2D which makes it hard to conceptualize where everything is, which is why it's a god send that there is an easy fast travel system with generous locations. It's also really nice that they let you know on the map where there are unexplored routes you haven't found yet, and color the rooms based on whether you have found all the secrets in them or not.

The game isn't punishing on death like hollow knight or dark souls despite the familiar formula with save point benches.

The metroidvania power ups are cool and enhance the exploration is neat ways, though because I disliked the map I didn't feel the need to find all the secrets.

The story will probably appeal to some people. Personally, it didn't hit me at all, but I don't have any real problems with it.

The art is gorgeous (though some people might find it generic I guess).

The music is very good too.

Overall, it's a decent game. Worth getting on sale if you want to check out a new metroidvania and have played all the masterpieces of the genre already.

Conseguidos los finales A, B y C. Empieza muy bien, pero el diseño de niveles de las últimas zonas es una atrocidad, llena de enemigos que te oneshotean, los bosses llega un momento que literalmente te matan de una habilidad. La progresión al subir de nivel es una vergüenza (para eso no pongas niveles y ya).
Sabor muy agridulce podría ser un juegazo pero esos fallos empañan la experiencia de juego a niveles extremos para mí.

What a wonderful journey; I'd recommend this game to anyone really, even if you don't like Metroidvanias (although it's an excellent one). The art and music are breathtaking, every single upgrade is fun and gives you plenty of secrets to find. The story is bittersweet and is sprinkled throughout the world, a lot of it is interesting but it does require piecing it together through notes and certain dialogue- Similar to another dark fantasy game which I don't think I need to name right now. All in all, Ender Lillies is a gorgeous game that everyone should experience


There's a lot to like in Ender Lilies, and even though it's unfortunately because most of it I liked in other games, I still had a pretty good time getting through it on the whole. The moment-to-moment combat is alright but the spirit system is fun to mess with and develop favorites. The metroidvania progression is a bit rough at first but really opens up halfway through, and that feeling of a world suddenly becoming completely accessible, when done right, is a thrill I can personally never get enough of. Also, as a completionist specifically with these types of games, I always appreciate some user-friendly indicators that rooms are cleared out, especially when they're not just telling me exactly where the items are. This was an incredibly satisfying game for me to get through, even with a few road bumps here and there.

I largely enjoyed the presentation as well, though I was baffled by the way post-boss cutscenes were presented. These animated sequences have, I guess, monologues to fill in backstory of the enemies you've taken down, but they're not voice acted nor is the text advancement controlled by the player. So basically, any small distraction and it feels as though you will just miss entire chunks of story, and you'll have to revisit them at respites where you can view any previously unlocked cutscenes. Could be a me problem, but this absolutely hurt a lot of interest in the story, and while it wasn't doing much for me when I was "getting it" anyway, I became so easily discouraged from it that I stopped reading a lot of the lore collectibles entirely. I would think either voice-acted cutscenes [which is obviously a developmental expense and I don't want to underplay that] or just giving the player control over when text advances would be easier ways to get involved in the story. I guess it's a good thing the story felt pretty derivative anyway, so I didn't feel too walled by that presentation.

Reviews on here have already gone over how familiar elements of Ender Lilies are to those who have played pretty much any game, and, yeah, like most games, Ender Lilies is an accumulation of homages, which isn't inherently a bad thing. But it's comical just how much of an "homage" this is, like to the point where it can feel illegal? Almost every step of the way not only did something remind me of another game, but it did so explicitly. Hollow Knight, Dark Souls, and Castlevania are probably the most overt, but I just had to laugh when I was greeted with an ending screen where a single letter in a few lines of text was colored differently to indicate which ending I got, eerily similar to the likes of Nier Automata. Everything is so familiar that it can get pretty distracting, but I've certainly played worse games in this style and probably will in the future.

Playing this without knowing it will be so much 100% Nier-inspired lol. I love the artstyle and intrigued by the game atmosphere. I was expecting to be more Dark Souls vibe but no, it reminds me of Yoko Taro quest event in Terra Battle for some reason and any of his game overall lol. The game is rock solid, control is perfect, no bug whatsoever, all smooth butter without any distracting things. A bit hard but fair so far. Boss move is less variative than I thought. So much attack/skill options to use and obtainable from enemies/boss. Basically no level grind but last 10 level probably need little effort. Story I think quite good for a short game, just following from main story is enough but you need to get and read all item notes to know all details what happen in the world. Overall visual aspect is beautiful, love how Lily gradually changing appearance based on story progression and that simple detail makes me care and wonder what happen to her right now. Very recommended metroidvania game with good story.

I played this game in the perfect circumstances.

It's been raining for days, and I got bored. For the hell of it, I picked the game up. It had completely enchanted me from the start till the end.

A gift.

Loved this bundle of miraculous contradictions.
It's a Metroidvania Soulslike, but somehow respects your time.
It's quite hard, anxiety inducing, yet it's not stressing somehow.
It's dark, even grotesque at times, yet beautiful in its own way.
I'll discuss each of those points below.

- It's a metroidvania that respects your time.
I get lost very easily at metroidvanias, and I hate backtracking, as I have a hard time remembering the locked spots.
But this was fully countered by a GREAT map system, showing passages, discovered or not, and secret completion.

- It's a soulslike that respects your time.
I was afraid of raging and getting stuck at the same boss for hours, but it never happened. The bosses were mostly quite fair and at worst I've spent 40 minutes retrying one of the bosses.
Losing progress when you die is also a quite common trope in the genre, yet death has no punishment other than going back to the last safe spot here.

- It's hard and anxiety inducing, but not stressing somehow.
Overall exploration is riddled with enemies, that get progressively more annoying to deal with. Fighting all enemies of some areas is more difficult than some of the bosses, in my opinion. It's not an easy game.
Yet, perhaps thanks to lack of punishment for death and the various safe spots, it wasn't stressing to explore.
The bosses felt fair, especially in the lategame where you're more than powerful enough to beat them on the first try if you have good reflexes. I'm not, but I still beat a lot of them on the second try.

- It's beautiful despite being dark or grotesque.
The environment was perfectly crafted, and most of the time tells the story with visuals alone. It's lonely, it's broken, it's corrupted, yet pleasing to see most of the time.
There are areas at the end of the game that are outright grotesque and unsettling, and I can't say those were pleasing, but they served a great purpose to increase tension and even anxiety.
Also, Lily is cute and the spirits are cool.

Some extra thoughts:
- Movement feels great and the progression for it is also rewarding.
- I could reach max level without any grind, just not skipping enemies most of the time and wearing the XP buff items.
- Getting to 100% achievements wasn't hard, just be mindful of walls and floors that look somewhat different.
- The OST is AMAZING at some parts, but somewhat weak at others. I personally disliked the last area's soundtrack, with gasping and no melody. Felt like a forced way to overwhelm and stress the player. The OST from the start is wonderful.
- Builds are quite relaxed and that's cool, you can go with mostly anything you want, I didn't even use the strongest version of the main spirit to finish the game.

Some of the flaws were:
- The secrets, although optional and most of the time intuitive, force you into a habit of hugging the walls. I luckily didn't have much trouble with it, but it's not that good.
- There are too many enemies on the areas close to the endgame, so I felt pressed to skip them. Some are quite annoying even, especially at the northeast section of the world map.
- There are multiple paths you can take at times, but some are clearly meant to be taken first. I somehow went for the wrong one every time. I'm not sure if I take the blame there or if it was lack of intuitiveness.

Overall, loved the game.
Beat it 100% in 21 hours, while playing relaxed.
Can recommend it.
The credits song slaps.