An interesting mix of Metroidvania and Devil May Cry. I really like it sometimes, and others I just find it frustrating.

For a Metroidvania, it's extremely unwilling to offer maps in most areas, and when you do get them, it's an item you pick up like in Zelda. But you can't map anything at all until you get it. This makes it very easy to get lost.

A lot of jumping and ledge grabbing seemed bug, requiring pixel precision. I think some of that was fixed in a patch that came out today.

The real thing that killed this game for me though is boss difficulty. I only made it what looks to be about halfway through the game (fight against the cat boy), and it took me over an hour of nonstop attempts to scrape by a narrow a victory. The cat boy's hitboxes are janky, and attack "tells" are extremely bad for his overpowered homing projectile attack. This made for a unfun fight where I was constantly running away and only doing 1-2 hit combos on the boss, making it extremely slow and tedious. Sadly, I can't lower the difficulty without just starting the entire game over. At this point, I don't think it's worth my time. Oh and the next area of the game gives the enemies poison rain that's unavoidable and does massive damage over time.

Also, the music wasn't memorable to me, and the main character is a little bit boring.

I think if I could've tweaked the difficulty mid-playthru, I'd probably actually finish this game and give it a 4 or so. It's playing with some interesting ideas. But it feels like a small team made a game that's just a bit difficult and finicky for real players, compared to their own playtesting. I could be wrong, that's just the vibe I get.

Great music, nice art, good story. Gameplay is all over the place.

For me, the combat was way too inscrutable and fast paced. Enemies deal massive burst damage. Luckily the difficulty sliders let me mostly nullify the fear of death in combat, though it was frequently hard still due to many enemies having puzzle-like mechanics.

The dungeon puzzles were pretty cool, but often finicky. The game uses full 360 degree analog aiming, which means your pixel precision is very hard to attain. I really think the game should've limited you to 8 way aiming, at least.

The game plays with the silent protagonist trope in fun ways, and blurs the boundaries between real life and artificial reality in a very cool way. The portraits are very expressive and beautifully detailed.

If I hadn't enjoyed the artistic aspect of the game so much, I probably would not have finished it. A guide is an absolute must, as these puzzles can be pretty arcane at times.

If you like challenging video games, and want countless Zelda-ish puzzles meshed with hyper fast combat, this is your game. And if not, you still might enjoy it on the lowest difficulty settings if you bring a guide.

The ending is kind of abrupt and expects you to play the DLC. I wasn't into the game enough to buy that, but my friend told me it's mostly just tying up a few story loose ends, and can be skipped.

Fantastic co-op puzzle game!

+ You build giant Lego-style models
+ Most of the levels are really fun
+ The art direction is charming
+ The music is cute

- The camera angles are awful, and the levels are constantly obscuring critical information
- Sometimes it feels like the fastest way to play the level is to get tricky and do funny things with physics, instead of using one of the many cranes they provide
- Some of the levels focus on making you explore them in order to gather pieces, but I found this tedious and silly compared to actually putting together puzzles
- A few of the later levels took an entire hour to put together, which is just a bit much for this game, I think. They were generally cool though.

Best boss fights in any character action / beat 'em up game.

INCREDIBLE soundtrack. And the audio loops / transitions make for a very "cinematic" boss fight experience that feels natural.

The actual levels before the boss fights are so-so, but the PC release lets you replay the boss fights individually, so you can practice them and work on high scores.

In many ways this game completely blows its predecessor (Reverie Under the Moonlight, aka RUTM) out of the water.

The pixel art is gorgeous. The animation is fluid. The lighting and 3D effects are subtle and go so well with the visuals. The music is fantastic.

I loved exploring the map and collecting stuff. I got 110% completion. I might go back to finish off the 111% completion, but it just involves some less interesting content I don't feel like playing.

The difficulty is overall pretty low, especially if you actually equip all the good sigils you find. Unfortunately the new companion system feels very weak. They don't do enough to really warrant being more than a pretty little sprite following you around.

I'm not sure the game really benefited from having a stamina meter, and the later game transformation you receive wasn't around long enough for me to get much use out of it.

Most of the game was pretty easy, but the last two areas had enemies that could blitz down your health in a jiffy if you messed up. Not too hard, just weirdly had more deaths exploring than I did fighting bosses in this game.

All of the multi-phase boss fights are really fun and cool. Only one boss fight was a bummer for me (the blob).

Sometimes the cool graphical effects and pretty sprite overlays were hard to see and I took damage because I couldn't tell what was happening.

The story and characters felt a bit more involved and interesting than the previous title.

The game also very much feels like the farewell in its name. You can tell Bombservice really wanted to make the biggest and best Momodora game. Even if I'm not sure that actually makes me like it more than RUTM, it's a very impressive game.

Also, if you avoided Minoria, I think you should go back and give it a shot. I liked it more than most, but I think it certainly didn't deserve the hate that it got.

2017

Best opening sequence of all time.

One of the best soundtracks of all time.

The game is great, but I never felt the desire to finish it. I just ended up playing other games instead.

Fantastic, hilarious pick-up-and-play 1v1 party game

Kind of like if wall ball was Smash Bros lol.

A lot of care was put into the game mechanics and controls. Feels crisp, responsive, and well balanced.

Has great rollback netcode, and 1v1 matches are incredibly engaging.

Playing 3-4 player is cool too, but I prefer the 1v1 mechanics.

What a strange game. The story has some obvious twists and some wilder ones. I didn't even expect much of any story.

Sadly, the writing clearly needs some editing. There's a lot of reptitive / throwaway dialogue. Also, the English localization is pretty stiff / unnatural sounding, and there's quite a few grammar mistakes.

I did tear up a bit at the ending though, so there's some merit to the story.

I wish the gameplay was a bit more engaging though. Grapple swinging is really fun, but the game feels really drawn out. Too many levels and they all go on a little too long. Boss fights are quite un-fun to me.

Personally I'd say put the game on easy so you don't have to respawn when taking too much damage. There's enough "reset to checkpoint" instant things anyway that this just makes the game a bit smoother. I turned it on for the final boss and left it on for the bit of game after that just to speed things up.

The game has some weird pacing with lots and lots of dialogue and flashbacks, as well as the padded feeling levels. I legitimately thought I was almost done with this game probably 2 or 3 times. I spent close to 15 hours when I thought this was gonna be more of a 6 hour game. And frankly I think the game would be better that way.

[EDIT] oh i forgot to mention, there's some parts that are very visually difficult to look at. many instances of flashing lights and screen fading to white. definitely eye-watering at times.