Reviews from

in the past


Ravenlok é tecnicamente um jogo sem muito brilho. Sua estrutura de missões é repetitiva e se baseia na mesma lógica reiterada de "pegar/ativar/destruir X objetos". É formulaico demais, é pobre, é preguiçoso e sem criatividade.

O combate também é simplório e oferece três níveis de dificuldade. Joguei no do meio, morri algumas vezes, mas mais por não querer defender e evitar usar itens de cura. Pra quem já se acostumou com jogos mais difíceis, aqui é um passeio no parque se você não alterar a dificuldade.

Ainda no combate, a equipe optou por uma ataque um tanto preguiçoso. Ao invés de bolar um combo básico pra impor cadência, o jogador pode amassar sucessivamente o botão de ataque e dar infinitos ataques horizontais com a espada.

A variação de ataques vem por meio de habilidades especiais que vão sendo destravadas ao longo do jogo após derrotar determinados chefes. É possível usar pontos de experiência para aumentar os atributos físicos e subir de nível, o que dependendo da dificuldade apenas torna tudo mais fácil ou mantém a facilidade progressivamente.

Os chefes e inimigos possuem variações de ataque bastante generosas, permitindo ao jogador abusar do ataque simples de forma impune. Parece que tudo foi projetado para jogadores pouco experientes e pouco habilidosos. Como destaquei, optar por um nível de dificuldade maior reduz essa sensação tediosa de combate trivial, mas ainda mantém bem longe de sistemas mais elaborados com combos e timing precisos de ataque, defesa e esquiva.

Abrindo um pouco mais a análise do design, a resolução de quebra-cabeças é um pouco mais interessante e criativa. Colete dicas visuais e pistas no cenário para resolver um quebra-cabeça com elementos de charada e enigmas. Ou pegue um item na metade de uma quest que será usado em outra para acessar novas áreas e lá concluir a quest original que irá permitir acessar uma terceira área. Essa estrutura em camadas é interessante e dá uma quebra bacana no design de fases e eventos.

Porém ela se mistura com missões repetitivas de coletar tantos itens, ou matar certa quantidade de inimigos, o que vai ficando bem cansativo.

Felizmente sua duração é curta o suficiente para que ele não se torne terminantemente irritante ao ponto do abandono. Ajustar a dificuldade ajuda MUITO nisso, vai por mim.

A direção de arte entretanto se destaca um pouco mais. Não é uma temática plenamente original, longe disso, mas ela trabalha em cima de "Alice no País das Maravilhas" e "no País dos Espelhos" pra desenvolver um roteiro inspirado nos livros de Lewis Carroll.

Apesar de inovador não ser, a direção faz um bom trabalho em trabalhar cenários e modelos com texturas bonitas e um misto de 3D com Pixel Art, o que chamamos de Voxel Art. Os inimigos são particularmente bem modelados e com bastante personalidade e esmero.

A personagem principal em si também é bem modelada, e apesar de não ter uma riqueza de animações mais vivazes e expressivas, é charmosa e funcional. De forma geral, o visual todo do jogo é bem chamativo e belo.

Mas jogos independentes costumam não ter tanto capricho em matéria de interface. Os elementos de HUD de Ravenlok não são terríveis, mas também não chamam atenção alguma, já a interface dos menus tem seu charme a ser reconhecido e não destoa da direção de arte.

O texto do jogo, por sua vez, é basicamente inofensivo e clichê, e se junta ao roteiro e todos os elementos gerais pra fechar um pacote medíocre e sem muita inspiração, mas que diverte sem cansar e pode ser um bom ponto de entrada para novatos no gênero.

Eu me diverti mais do que imaginava jogando ele, claro que encarando como ele é e dando o devido desconto aos devs pelo polimento. Mas no fim das contas ele ainda é um jogo que pra muitos será tedioso e desinteressante, e prum estudante de design de jogos é importante ver na prática como apenas reproduzir fórmulas de design não ajuda seu jogo a se destacar, apesar de torná-lo existente e funcional. O que muitas vezes é algo extremamente desejável seja por sustentabilidade financeira, seja por portfólio, seja por experimentação e autoaperfeiçoamento pessoal e do estúdio.

Ravenlok felt like a single giant fetch quest in the form of a game. The main problem ends up being the lack of depth in basically all its aspects, like, the graphics are stunningly beautiful, and there are some really interesting settings, but since there aren't actually meaningful interactions with these beautiful places they end up not being remarkable as well. The same goes for the story and themes, which, heavily inspired by Alice, could go to some pretty quirky places, but choose not to.

I wouldn't say this is that bad of a game, though. Especially when comparing it to Cococucumber's last game, Echo Generation, I felt Ravenlok to be way less bloated, and straight to the point. As such, even though the lack of depth is a consequence of too few ideas being thrown into the mix, I guess it could be even worse if there were more half-assed mechanics unnecessarily bloating it.

I had fun in some moments, but was bored throughout way more of them.

Right from the get go it's hard not to fall right into place for the adventure in Ravenlok. I would say this the best-looking voxel game ever created, and the lightining goes a long way in helping it. You feel ready for an epic journey, the music is inviting, the game even has you go get yourself a sword and shield, slowly buidling things up.

Then you get to a fight and realize that's all it's gonna be. There's barely any depth to those mechanics, having only a single normal attack and a shield that doesn't seem to be useful at all. You eventually get 4 special abilities, each having their own cooldown and they do make the game more fun, but not more interesting.

The story is as shallow as it can get. To be honest, I was expecting it to be deeper, more grandiose, even maybe a darker take on the classic Alice stories. The dialogues are very basic, there's little of getting to know anyone or even yourself. I didn't find this to be very bad, anyway, it felt like a fairy tale, a fairy tale that played it too safe.

The missions are also instinctively simple. Exactly what you would expect, and everything is near where you need them. Except for some puzzles and some objects that were somewhat difficult to find, there's little complexity to be found.

Still, I found the world and overall structure of the game to be evocative, delightful and kind of exactly what it needed to be. Each area was a pleasure to explore and discover, though everything felt small when looking at the big picture. And the music has no faults at all, you could even dislike the graphics to some degree, but the music is as outstanding as the art direction is.

I encountered some errors, however, which is a shame. After buying some bombs, my character clipped through the floor and was leaning, thankfully it solved by just moving. The American Spanish localization, however, is less of a good thing, with countless mispellings and the translator, probably amateur or a machine, really struggling with articles.

Played through Xbox Game Pass for 12 hours and 30 minutes.

Um jogo extremamente fácil, ele se é divertido até o primeiro boss, depois se torna apenas bem repetitivo com puzzles sem graça.

This was a really nice looking game, that was simple in gameplay and very short. Inspired by Alice in Wonderland, with all the characters you might expect from that.


Maybe I'm crazy, but dude, this game is cute. I saw someone say 'Babies First Adventure Game' and I have to say I agree, but in a less critical way. Games like this need to exist, genuinely good entry-level games for kids to pick up and just get obsessed with. It's not difficult in the slightest, its very simple and straightforward, but man is it cute and truly a lot of fun. Perhaps it also helped I ran through it in a single afternoon so it didn't really have time to wear out its welcome, but I do stand by the fact that I think this is the perfect game for younger children.

Definitivamente um dos jogos já feitos, mistura 3D e pixel art muito bem e tem cenários belíssimos, a gameplay intuitiva, com puzzles fáceis e combate bem de boa, senti falta de algumas animações mais detalhada, porém é um jogo curto e bom, ótimo para zerar em uma sessão

I thought the start of the game was meant to be boring to wow you when you went from that boring life to a world of adventure. Turns it it did not and walking around giving characters items they are standing next to and spamming attack in combat is all there really is to this game.

Um jogo gostoso de se jogar, mas claramente destinado ao público infantil, daqueles que desconhece o gênero de RPG então eis aqui algo muito introdutorio.

Sua personagem tem sistema de evolução, com alguns atributos e um combate bem simples, mas eficaz, com uma narrativa simples e um belo visual que lembra livros infantis.

A história é uma releitura de Alice no país das maravilhas, dura cerca de 5 horas no maximo.

Para o adulto que nasceu no RPG complexo esse jogo é bastante bobo, mas jogue isso com uma criança e vera ela bastante feliz por derrotar os bosses e resolver as quests aqui existentes.

Vale a pena? Sim.

I remember being truly caught by the first trailer announcing Ravenlok, but it's taken until Xbox Games Pass told me it was leaving to take the punt and see how much its child-friendly design and aesthetic would hold me back. 4 hours later, I have loved this game.

A beautiful art style combined with a fun and well-realised world results in heaps of interesting, fun environments, cool critters and mostly very enjoyable bosses. There are moments of almost wonder; from the first time you enter The Void to the final shot over the balcony of your adventures. I was often caught and charmed, and actually took breath to take in what looked out in front and beyond me. The gameplay is serviceable but fun, though I never used my shield and I tackled the first two bosses without realising there was a level-up mechanic (this is crucial.) The soundtrack was also quite wonderful.

Short, beautiful, endearing, fun. I really look forward to what Cococucumber do next.

Banger, streaming issues on xcloud but loved the game and the atmos, would recommend

a historia é legalzinha, mas a jogabilidade é muito irritante e faltou uma conquista para platinar mas me recuso a jogar esse jogo de novo

Really beautiful game, pretty simple combat and boss fights, straighforward story, awesome style and nice music, would recommend to play it

Arte linda, historia bonitinha, porém com um combate esmaga botão bem raso. Recomendo
Obs: zerei e planitei com 6h

o Dark Souls dos jogos infantis. diria que esse jogo só tem o visual como ponto positivo, pois todo o resto é medíocre. depois que descobri que os inimigos não conseguiam me acertar enquanto eu usava as habilidades, comecei a spamar elas e passei de todos os bosses sem maiores problemas. é um jogo bonito, mas eu não recomendo

Wunderschönes kleines mit minimalen Ecken und kanten wie das es manchmal etwas unübersichtlich ist was man als nächstes tun soll und sehr selten in Kämpfen slow downs bei vielen Gegner und Effekten.

I’m sad to report that outside of the graphics there is absolutely nothing interesting about “Ravenlok”. And for some it may be enough - the levels, the enemies, the NPCs are all well designed, very colorful and clearly drawing inspiration from the craziness of “Alice in Wonderland”. It’s very pleasant to look at and the environments are varied.

Those beautiful environments are populated by forgettable NPCs that spout out the most unimaginative lines about saving the kingdom and a bad witch, the plot throwing you from one level to another just because you need to reach the next macguffin, and a protagonist that lacks any characterization or opportunity to make any meaningful choices (you can level up your character and the menu resembles that of an RPG, but this is not at all a representative of the genre).

The combat - unlike in Cococucumber’s previous game, “Echo Generation” - is real-time, and feels very undercooked. There is one type of attack you can do with your sword plus 4 special attacks that you gain access to throughout the game. You can also dash and use your shield, however I don’t recall using the latter outside of the early training section. The simplicity of the combat systems makes fighting your enemies feel like a chore from early on, especially since the game seems to take great joy in throwing dozens of them at you regularly. It’s also fair to say the enemies aren’t too varied - you basically use the same tactic for all of the encounters, i.e. use your ‘specials’, dash around while waiting for them to be available again, repeat. There are a good number of boss fights that provide some desired change, but they’re usually too easy and the baddies go down on the first go without too much of a hassle. And yes, even on the highest difficulty the game is way too easy.

There are also some odd design choices regarding the combat system, e.g. there is a stamina bar that only gets depleted when you use the shield. When you attack, use your special attacks or dash around the stamina doesn’t seem to be affected at all, which takes away the necessity for strategizing your movements - think of the most obvious point of comparison, i.e. the soulslikes, where it’s an extremely important part of the game. It’s a shame, because otherwise it would’ve added some flavor and challenge to the combat which is rather plain and boring as it is. You also can’t lock on enemies, which is a nitpick, but I always like having this option in games with melee combat.

The game contains a handful of puzzles, most of them quite easy, which is a shame since had the developers put more emphasis on them at the cost of the combat sections, the game would’ve had a much better flow and the mediocrity of the combat could’ve stood out less. There are also some pretty poor stealth sections that try to break the monotony, but since there is no way to figure out the enemy’s visibility cone they prove more annoying rather than a meaningful way to expand the gameplay.

The quest design is lackluster as well. You’ll be mostly asked to slay X enemies, collect Y items or something of the like. The exploration is also rather limited, with the only real collectible being small rabbit figurines in front of which you need to dance. It’s neat, but I’d love more opportunities to explore these beautiful levels.

At the very end of the story you end up sitting at a table with the NPCs that you aided on your journey, and looking at them I started asking myself - who are these characters? The game fails to build any sense of investment in this world. With vapid writing and boring, unchallenging gameplay, you should only give this a shot if you really, really love voxel art.

This review contains spoilers

This game is quite pretty! The highlight is the gorgeous environments, shoutout especially to the clocktower, void, labyrinth, and of course the final vista.

and that's the only nice thing I have to say about this game! Wait, i like how you have to do a cute little dance animation to gather collectibles. Ok, that really is all I'm positive on.

The gameplay is mindless, the characters are uninteresting, there's no meaning for me to find in story... there's so little personality in everything except the visuals. I found myself wondering what the team member composition of this studio was right until i rolled the credits. Did the artists outnumber all the other roles 7:1???? Were any game designers thrown in a dungeon for speaking of the forbidden concept of fun?

I always hate seeing games make things like healing and bombs limited consumables (and worse you use freely from a menu that pauses gameplay). It's not like that matters here though, my rant about these mechanics is a waste of time in a world where enemies are this easy.
Combat is almost entirely spamming attack and skills as they go off cooldown, with the occasional need for the legendary "move out of the way" maneuver. Why did they even add the shield and stamina bar lol?

The game is short (which is something i always enjoy), but it's still padded through it's quest design. Don't worry, it doesn't get to the point where you are ever like "let me play the game agaain"... especially since the combat itself feels like padding anyway.

This game makes me appreciate the way levels in other games feel like places. Seeing the hedge maze in the background at the beginning made me quite excited to explore there. Jokes on me, it's actually just 3 rooms.
The other locations are pretty much like this too. This game has no sense of navigation or traversal. I'd be happy to see some games get away with that, here it just feels like a shame.

The more i think about it, the more i realize the non-visual components of the game are bad not because they are flawed or annoying, but because they are so utterly uninteresting. Bleh that's enough of writing this review, i'm not built to be negative on games

É um jogo bom pra matar o tempo se você tiver ouvindo música ou conversando com os amigos já que a história dele não tem nada demais, o jogo se sustenta inteiro em cima da sua direção de arte que é muito boa, porém peca em todo o resto, combate chato, bossfights fáceis e sem graça, escrita fraca.

An Alice and Wonderland retelling could be interesting, but just wasn't for me. Game looks quite beautiful, but the voxel art style feels inconsistent. Combat is extremely repetitive and everything is pretty easy. Story is kinda bland, none of the characters stuck with me at all.

This is a good baby's first action game

"Alice in Wonderland" meets "The Legend of Zelda" in Ravenlok. A short but fantastical adventure hack & slash that blends 3D and pixel graphics together with breathtaking landscapes, enemies, and effects.

The story follows a girl named "Ravenlok" as she enters a fantasy world and helps the townsfolk take down the even queen. The influence from Alice in Wonderland is very obvious but it is a delight.

Achievements/Trophies are simple to get and I only wish the game was longer.

Ravenlok se destaca principalmente pela sua direção de arte por trazer essa mistura de gráficos realistas, porém algumas partes em 2d e com elementos em voxel (meio q uma pixel art em 3d) outro destaque é a trilha sonora que apesar de não variar muito é bem caprichada, o jogo conta uma história muito inspirada em Alice no país das Maravilhas, bem legal até que me interessou até o final, mas com uma gameplay muito simples e fácil, por ser um jogo curto acredito que se o combate fosse algo mais complexo seria uma jornada mais gratificante.

A visually stunning retelling of Alice in Wonderland in the style of a souls game. I thought Ravenlok was quite charming, and I had fun playing through it, but I do have a couple of gripes with it:

1. The combat is fine, but doesn't feel very weighty. Your attacks don't have a lot of impact behind them, so fighting enemies doesn't feel amazing, but it's not bad at all.

2. I wish the game had some way to review dialogue with NPCs so you don't forget what you are supposed to be doing with certain quests.

3. All of the boss designs were really cool and unique, but they were all pretty easy. I never felt like I was challenged by any of them.

The game looks amazing, I love the voxel art style and aesthetic that they chose. The game is fun, and the story was pretty good even if it was a pretty standard Alice in Wonderland retelling. It could have benefitted from some more variety, challenge, and polish, but overall it was a good time.

Looks beautiful but the gameplay consists almost entirely of finding unmarked random things all over the place. They've made what would be optional collectibles in normal games into necessary quest items.


Arte 5,belíssima! jogabilidade boa e é um jogo que recomendo

Muy buen juego. Puzzles fáciles y que te poen a pensar. Los gráficos son muy buenos. La historia simula a Alicia en el País de las Maravillas, pero de un poco más bizarro (no como Alice Madness Returns), muy entretenido.

zelda antigo + alice no país das maravilhas.

legal, mas nada demais

Un juego precioso, pero con combate DEMASIADO sencillo