Sometimes, a game is love at first sight. Other times, they're Zengeon. This game looked fun to me, with the colorful aesthetics and the seemingly fast-paced action, but I kind of hated this immediately upon launch. Traversing levels is slow and dull, items are seemingly all of the "gain 5% chance to release fireball when attacking" variety (coupled with "+40% fire damage" type items), the metaprogression is weak and boring and, above all, the combat feels weightless and unimpactful. Monsters flinch and grunt a little when you punch them, but not in a way that feels satisfyingly connected to how extravagant your attack looks visually, and worst of all is that your character doesn't react at all to being damaged. No flinch and no grunt, your HP just drains when monsters are near, as this is the kind of game where you have 1000HP and take constant damage that you then heal back in various ways, which feels wrong for this game design and I feel like this should probably have been the kind of game where attacks land more rarely, but have much more impact and do much more damage.

I did like the mechanics that allowed you to scrap usable items in order to charge the item you already had if you don't like the new one and want to add uses to the one you already have instead, as well as the shrine that allowed me to switch out passive upgrade items from a small selection of random passives. Those were neat. Music's pretty cool too. But since the core action loop is so dissatisfying and lightweight, I'm going to be abandoning this after less than an hour.

Reviewed on Nov 07, 2023


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