A collection of sprawling, labyrinthine areas that managed to burn their way into my brain despite every hallway, tunnel and room looking seemingly identical at first glance. Despite their simplicity I couldn't stop playing this game once I started; wanting to see what the next location had in store for me, what kind of enemies I would have to face.
And a lot of that likely comes down to how little words the game actually wastes on explaining itself to me: how it simply leaves me in the middle of a cave, allowing me to explore it of my own volition; to a point where it often felt much more open than it really is. That combined with being able to put skill-points into speed and jump-height; or spells that could form bridges and platforms, really made me feel like I should constantly attempt to reach places that feel inaccessible at first glance - because they very likely aren't, or at least won't stay that way.

The actual combat and RPG-mechanics quickly move into the background by comparison: while it felt greatly rewarding to fight my way through the first couple of zones and experimenting with different weapons, I quickly started to feel completely overpowered, to the point where regular enemies didn't pose much of a challenge or even danger anymore. That feeling only got amplified once I got my hands on some proper ranged weapons, which completely obliterated everything in my sight, without me even having to get up-close with them. I don't understand why those didn't get some kind of limited ammo, or were at least tied to the mana-system in the case of wands. This way, I rarely ever felt any need to change my tactics in the second half of the game.

But honestly, I can somewhat ignore that, because really: I mostly enjoyed the exploration anyway, and that remained really solid up until the end. While I hated the two boss-battles the game threw at me, I'm glad I stuck around for the rest.

Reviewed on Jan 14, 2024


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