Reviews from

in the past


just a rough port all-around. the frame-rate on enemies is atrocious. lots of hiccups. by the fourth boss i couldn't take it anymore.

i did enjoy its moments tho and maybe someday i'll give the PC version a proper playthrough, i've heard that runs way smoother

picked up the game on steam and got around a third of the way through before switching to the 3ds ver. it runs worse as expected but i found it more fitting for the 3ds. the game is very cute all around

I remember it being fun, but the story being aimed squarely at kids. there was some fun monster-collecting stuff to it and some fun weapons/mechanics that I enjoyed, but I couldn't finish it and it wasn't that memorable beyond the core of what it is.

I'm afraid I can't look at this game objectively because this is a big warm bowl of PS2-era comfort food. I'm so glad they threw caution to the wind and ported this random cel-shaded action RPG from 2004 to the 3DS. Simple, short, and lacking some of the intricacies of its contemporaries in genre, but also it just feels nice to hit things with a giant drill and rebuild a village by finding potted plants in dungeons. There's a homing attack in this game! How can I not love this?!

A competently built Zeldalike but the bumpy nature of the combat didn’t interest me.


I think the rpg elements are annoying for the most part. the story is very boring and surface based, but reminds me of classic dragon ball so it's ok.
the gameplay is really good and balanced, although I must say I thought the "critical" mechanic would be more useful but it only really matters in the hard difficulty.

I think this was my first Falcom game. I'm going to blame it for my crippling Ys addiction.

Captivating world a fun and interesting story Parin is a cute girl her art style is cute but very simple, when I played figuei nonstop it was so much fun it was from start to finish I still intend to play again in the future it has huge replay!

this runs like absolute doodoo caca on the 3ds and feels extremely imprecise. but i also sort of love the chaotic nature of the combat and platforming. like, i'm playing as a child and the whole game may or may not be happening in her imagination - it honestly kind of works that things would feel so weird. not so much that i wouldn't prefer to play it on another platform, but enough that i enjoy my time in the game.

i feel like i can really sense the old-school roots here. the way the homing attack works - where you hurl yourself at enemies, giving up control for a set distance in the air - has a kind of bumpslashy energy to it, so there's an ys connection. the difficulty curve is all over the place. the level construction is challenge-based rather than thematic - here are a bunch of individual rooms, which may or may not have cohesion, each presenting different situations and ideas. there is interesting environmental design, but it usually remains separate from what's happening on a gameplay level; one place in the pimento mountains features structures that look like dwellings, but you can't go in. it's a very game-y construction from the jump, less about being a reality for parin and more about presenting itself to the player.

the lack of connection between the space and the actions you're doing within the space, combined with the imprecision of the actual controls, ends up making the game feel /more/ mysterious and interesting. like you're making the meaning and story on top of what's already there, rather than meaning being something you find within a world that's constructed for you. it's active and collaborative. kind of cool!

Gurumin is a solid and charming 3D platformer with a fair share of problems, repetitive levels and janky controls.