Dropped at (what I assume was) the halfway point, roughly 7 hours total on log.

This game's biggest strengths are also its weaknesses. Exploring one big dungeon and slowly unlocking more ways to progress through it gives off really enjoyable metroidvania vibes, but the game also uses this as an excuse to never signpost you in the right direction, so you waste so much time blindly re-running through areas trying to remember what your new item lets you uncover. Combat is cool at first, as your spinning E.G.G. makes encounters feel like jousts, but after a while you realize how awful your basic attack is, and every encounter becomes 'start your spinner before they do or die'. The game's nice-looking and has a distinct art style, but the dungeon doesn't have enough variation to help you remember where everything is - you get lost quick and there's no map to help you. The 3D boss battles are also just really bad-looking, and I don't get why they didn't just have them be 2D. And damn does this game have terrible load times for a game that hardly looks more impressive than SNES material

The only portion of this game that I think is unequivocally great is the puzzle design. Beyond that, this game's cool at best and mind-numbingly tiring at worst.

Reviewed on Apr 30, 2021


3 Comments


3 years ago

i only played it for the first dungeon or so when i tried it, but i pretty much felt the same way. started off like, "damn this is like a sub par zelda game with a cool premise" and then after the first 3d boss i was more like, "damn this is trash"

3 years ago

i was taken aback at first cause Hudson published it and they've done some pretty good Zelda-style Bomberman games, but the actual dev team was some small team that only ever made unlocalized SNES rpgs
Any wonder why it has "Gimmick" in the title?