imo survives more on the feel of its mechanics and challenges (namely: satisfying friction between bounding across stretches of water but still having to bridge landmasses for a different reason, the limited perspective, maintaining spatial awareness, managing resources to fill out spaces on a grid) than on level design in particular. WHICH IS A BLATHERY WAY OF SAYING less of a puzzle game than i expected. what i liked most was the uncanniness, e.g. the contrast between the abstract boardgame visuals and text like "YOU WERE KILLED BY THE BLOOD OF THE ANCIENTS" and the lore and the necromancers and wailing ghosts. crusty pixelated sky turns blood red as the corruption spreads - the music is rly creepy too. it's also somewhat unnerving to contend with the landmasses in such a zoomed-out and unbearably close-up way at the same time - may just be the case for any game with a minimap but i think its intensified here by that "bridging landmasses" condition. feels like you're a snail crawling across a big war painting, to twist something thecatamites said. this especially becomes clear in the handmade levels which often contain large stretches that make sense as part of the picture you can see in the world map but are unrecognizable on ground level.

Reviewed on Apr 28, 2024


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