Reviews from

in the past


An unusual and so unconventionally made game struck my memories when I myself invented adventures for my brain in notebooks.

Необычная и столь нестандартно сделанная игра поразила мои те воспоминания, когда я сам в тетрадках выдумал приключения для своего мозга.

Very cute, and it's obvious a ton of creative effort went into it, with tons of variety present, but hidden behind the supposed unpredictability presented by the fact that it's supposed to be a game made by a 10 year old lies the fact that this is a game MADE for a 10 year old, and it's quite boring.

While it may be a bit too chatty for some, the undeniable charm and incredible level of detail in every frame of this handcrafted RPG journey produce a smile-inducing adventure from start to finish.

Full Review: https://neoncloudff.wordpress.com/2023/01/31/now-playing-january-2023-edition/

I should have done research on RPG Time: The Legend of Wright before purchasing it. What I was expecting: An RPG with a notebook art style. What I got: Minigames, Wright moving at the speed of molasses, and a kid who would not shut the fuck up. These were 48 minutes and $15.99 USD I will never get back.

This is absolutely bursting with charm. The joy it takes in the materiality of its arts and crafts framing is unparalleled, constantly playing little games and jokes with the idea that it is a physical game constructed by your schoolyard friend while also overtly juxtaposing that with the fact that it is in fact a video game. This kind of clever play between the represented materials and the actual materials is something I rarely see outside of Kojipro games, so it's kind of shocking to see it in this little indie game for children.

At the same time, it's impossible to forget that this game is aimed at kids. The writing is often fun, but it's in a very simple and educational register, more Humongous Entertainment than Square Enix. The moment-to-moment mechanical movement is intentionally slow and deliberate, often requiring extra confirmations or slow-to-progress dialog. This can make the game feel sluggish at times even though it's relatively short and certainly not difficult.

Nor does it have much real mechanical depth: it's essentially a series of light puzzles and minigames, with an RPG theme laid on top like a costume. It's fun enough to bounce your way through, but the difficulty is low and there's nothing at all crunchy. On the other hand, it also has a needlessly sexy demon king, so who's counting?


Super creative and charming game! In universe, it's being presented to you by an preteen-aged kid and the writing and art did a great job at making that seem authentic. It reminded me of how I would excitedly show others my creative works when I was young.

The story is about as generic as a fantasy RPG story gets, but that doesn't really matter since the draw (hehe) of the game is the artwork and general presentation.

I had a couple of gripes with the actual gameplay that keeps this from being a higher score. Firstly, the game is PAINFULLY slow at some points. Walking across screens and waiting for the dialogue to advance if you're anything around an average speed reader will feel like it takes ages. Some repeated actions suffer quite heavily from this as well. A good 30 minutes of the 7-8 hour play time could be trimmed by just speeding up some animations and screen transitions.

I played on PC and the port had some really questionable features missing, such as the need to literally Alt+F4 to stop playing the game. Also, there was no way to adjust game settings until 1-2 hours into the game, and even then the options are baffling. For example, there is a volume control that only lets you choose between two preset options?? The game is naturally loud as hell, I had to turn it down to 3 in the Windows volume mixer, and even that was still a touch too loud.

Anyway, I had a good time and the game kept me with a smile on my face for 90% of it. I don't know if I would agree with its price at the moment, wait until it's on sale if you want an easy, charming, 8-ish hour game.

A quanto tempo eu não jogava algo tão criativo assim, indo muito além do que eu esperava, foi uma experiência muito divertida e proveitosa. A simplicidade desse jogo é encantadora, me faz sentir saudades de ser criança e aproveitar de coisas tão bobas...

Man, what a delight. I only knew a little bit about this going in and kind of figured it would be a normal-ish RPG with a cute art style.

I've rarely seen a game be so absolutely full of ideas. Every single screen manages to surprise me with a new visual gag, a new gameplay idea, a new metatextual gag. The use of pencil-drawn art and real-world art supplies is cute and it keeps coming up with new things to do with them right up until the end.

Can't remember the last game I played that had this many laugh out loud moments. I'm glad I played this with two other people in the room, because it's a perfect game to share "did that just happen?!" reactions with other people.

Incredibly charming game with fantastic presentation the whole way through. It really does feel like an adventure concocted by some RPG-loving kids and the silly lighthearted writing got me to smile at least a few times. I don't mind it being a minigame collection instead of an actual RPG and I appreciate the variety of minigames on offer but the slow walking, nonexistent difficulty and constant handholding can get kind of grating. Overall it's well worth the time.

About an hour in and it's not for me. Not to say it's bad at all! RPG Time is full or charm, humor, and delight. The gameplay just doesn't appeal to me. It feels closer to an interactive storybook than a game to me. Never really opens up but rather walks you through a cute little adventure.

It has fantastic visuals, but it’s sadly not fun to play.

Un juego con unas visuales que llaman mucho la atención. Por el hecho de que el protagonista se mueve tan lento y es un gameplay que es demasiado variado, puedo decir que está bien y ya.

There’s a point in the game where you get turned into a mouse, and to be completely honest, I wished the entire game was like that. A game about a knight mouse fighting normal monsters and humans sounds cool as few other things do.

I remember when I was young (like, primary school young), I would draw at any given opportunity, be it during recess or even in the middle of a class if I had the chance, and create stories and characters based on every series I watched and every game I played, with my weird-ass original characters throwed in from time to time. Even if my drawing and storytelling skills were equivalent to those of a dying rat and I now-a-days I’m much more comfortable with expressing my ideas in other forms like writing, I still look back at those memories with a certain fondness, days of just imagining stuff in my head and encapsulating those thoughts in a small dumb comic strip, and day dreaming about how, one day, I would create my own story, bet it comic, animated series or videogame, for everyone else to play or enjoy. I was very much not alone in this dream, even in my own class a ton of kids had similar aspirations, and tens of thousands of youngsters across the world did the exact same things as I, hell, maybe you reading this right now did; and those small moments of young creativeness are the ones which RPG Time: The Legend of Wright encapsulates perfectly, and it’s perhaps the strongest and most compelling thing about the entire experience.

The whole set-up couldn’t be more perfect: the entire thing takes place at merely at Kenta’s desk, the creator of the quote unquote ‘’game’’, and let me tell ya something, I don’t know if this kid has the skills to be a game developer, but his craftsmanship is on a whole other fucking level; every single piece and component of The Legend of Wright is made by either drawings or contraptions and handicrafts by Kenta, be it the main notebook where all the sections of the game are divided by pages, the scribbles on the desk with every single stat and hud you could imagine, and the little machines and sections made up entirely from common utensils… the charm is present not the moment you start the game or the tutorial, but the precise instance you boot up the game itself. And this is very much a fantastic thing, ‘cause this creativeness extrapolates pretty much innately to the gameplay itself; You never know what will surprise you next, what creative new craft will spice up a section and propose a puzzle, what new spin will be introduced in the next combat, or what may just happen outside the game itself and interfere with it. If The Legend of Wright does something, is not letting its concept go to waste, even if sacrifices a bit of the RPG in RPG Time… tho that’s not necessarily a bad thing.

Look, I know a ton of people were kinda disappointed that this game didn’t go into the full potential of being a full-fledge RPG with such an unique aesthetic, and initially I was one of those people, but it didn’t take long enough for that perception to turn around the moment I realized what this game truly was. It is in a way a ode to the now grown-up kids that spent their time doing stuff like this on a smaller scale, yes, but it is also very much an experience intended for not gorwn-up kids; The Lengend of Wirght is an introduction, but not only to the RPG genre, but to games in genera: it has a ton of point and click elements throwed in, like slower movement and even a ‘’Where’s Waldo’’ type of minigame, that and the more linear progression, both in advancing the levels and leveling up, the combat feeling more like puzzles that actual RPG battles and the explanation of very basic gaming stuff and even some minor teachings related to science to stuff, and RPG Time turns out to be a perfect game for beginners, one that introduces a ton of concepts in a very compact game, while also not being afraid to experiment with mechanics to make no challenge equal, even if it’s never really that hard. RPG Time does what it seeks EXTREMELY well… but it’s not without its ‘’buts’’.

Even if many of these things are done in favor of being beginner friendly, the game does feel really slow and maybe a bit too stream-lined for its own sake; the first chapters drag-on a ton, making you do stuff that only feels like it’s constantly interrupting your pace, and even if it does get better as it goes on, specially at chapter 3 and 4, it only ends up making the overall experience feeling kind of uneven, and some chapters feel cluttered in comparison to others. It also doesn’t help that some changes of gameplay aren’t always winners, some are good, yes, but other minigames REAAAAAAAALLY feel like pure padding, and some combats felt a tad too simple, like the boss fight of the previously mentioned chapter 3. Healing items feel more like a collectable than actual items, some parts are more of an after thought and don’t really add to the overall experience, the plot feels a bit all over the place, and the table top game part had me 15 FREACKING MINUTES TRIYING TO GET A7 OH MY GOD I HATED THAT SO MUCH HOLY HELL…

… these little things pile up, sadly, and they begin to really hamper the overall experience… but in a weird way, it’s kinda fitting that it has this kinds of flaws. It’s a game made by a kid, with drawings and random stuff no less, and even tho I’m not defending its negatives, in a way it’s easy to put them into perspective in context.

The Legend of Wright is charming and lovely to no end, it’s in several ways a perfect starting point into the whole videogame realm, and even if it’s flawed and some parts were REALLY tiring, it’s still a game that makes me so happy at so many levels, like looking back at a fond memory, a cool adventure with many surprised that, if anything else, it’s charismatic like few others.

A joyous & beautifully creative ode to the lost days of childhood imaginations and adventures. A game made with clear love and passion, hard not to recommend despite the sum of its parts.

Played through the introduction and first chapter. Started out incredibly charmed and captivated... the presentation is impeccable and the attention to detail astounding.

However, the promise of RPG Time is very much not fulfilled here. This game really functions a show piece for the artistic output of the creators and not an engaging playground for the player.

You make inconsequential choices while Wright walks through the beautiful storybook pages that have been designed for him. The storybook is beautiful but one wonders why make this a game at all? There's no real role for the player to take and the chief feature of this product is the gorgeous art and animation... so I was left wondering what I was even doing?

I wanted to love it but it didn't seem to want to love me back or be much concerned with me at all.

RPG Time: The Legend of Wright is less an RPG and more an exploration-focused action game. Your journey takes you into a hand-drawn world full of cute characters and mischievous enemies. You'll fight foes, solve puzzles, and get creative to complete your journey to save the world.

The first thing you'll notice about this game is its presentation. It comes in the form of a game made up by an elementary school kid who seems to put all of his free time to excellent use, not only creating the book the game takes place in and filling it with wonderful drawings to convey the world to the player, but also creating loads of crafts that enhance the story and become game mechanics. You have pencil sharpeners that are blacksmith tools to sharpen your pencil sword, there's a slot machine that creates a unique special attack, and loads of other wonderful things to surprise you. This game never runs out of steam in regards to creativity. You'll be engaged seeing just what new things the game will introduce to you, from wonderful drawings to clay figures to paper mache works of art. It's a feast for the eyes and it'll do everything in its power to use that fact to put a smile on your face, and it will succeed!

The gameplay is a mix of a number of things, but primarily you'll be exploring the world, solving puzzles, and fighting enemies. The challenges you face are very unique and fun, and the puzzles are always fair, making this an easy recommendation for casual players. The combat also isn't too hectic, which some may see as a negative but for the sake of the general feel of the game I feel that this is to its benefit. You'll fight foes by slashing your pencil sword across the screen, hunting weak points and using the environment to do strong attacks. The fights are their own types of puzzles in that sense, and the animations during them are cute and interesting to watch.

RPG Time: The Legend of Wright is a love letter to the concept of raw unfiltered childhood imagination and letting it flow freely. As you go through the story, the creator of the game is always with you, gushing about his favorite games and other things, even teaching players about things like chemistry and rigging cup games. You feel the childhood wonder in the character, sensing his passion for not only the game but for the things that make him happy, just as any child would enthusiastically go on about their favorite things. It helps to create a sense of comfort for the player, and it makes every line from the creator that much more welcome. You can almost feel yourself getting as excited as the creator is at some points, and I think that's wonderful. It's a reminder to all of us of just how powerful our imaginations can be, and when we let our ideas flow freely, whether it's on paper or through music or film or any other medium, we shouldn't be too strict in regards to staying in the lines. We should celebrate our ideas with our whole hearts, and put every ounce of love we can into what we do every day, even if things get a little messy on the road.

Since the first trailer was shown for RPG Time: The Legend of Wright, I was interested in seeing the final product. Now, after the past few years of waiting, I've finally gotten to play it, and I can certainly say it was worth the wait. I'll be keeping an eye on this team going forward, because based on this strong release, I believe they're going to do some great things. Definitely pick this one up when you get the chance, if you haven't gotten to already. I can assure you it's worth it.

Incredibly charming and not a whole lot more

Que jogo charmoso.

Nos acompanhamos a saga de Wright, que deve resgatar a princesa que foi derrotar o grande demonio das trevas. E claro, vc vai passar por varias aventuras, encontrar aliados e passar os maiores perrengues possiveis.

Parece um jogo qualquer né? MAS a diferença aqui é que tudo isso é feito em um caderno de uma criança (no caso, o Kenta) e você jogador (que é o amiguinho dele) está jogando essa aventura que ele montou. Não só vc vai vivenciar essa aventura que ele desenhou no seu caderno, mas vai ver que o Kenta é super criativo e usa varios acessórios para desenvolver suas ideias (papelao, carrinhos, origamis, apontador e por ai vai).

A maior parte do jogo se passa no caderno e é como se vc controlasse os desenhos do caderno num aspecto 2D. A movimentaçao do personagem poderia ser um pouco mais rapida para mim. A trilha sonora é bem padrao de rpg, mas mais puxada para o lado infantil.

E como falei que o Kenta é criativo, vai ter varios momentos diferentes de gameplay (só pra citar um, tem um momento que o game vira um jogo de gameboy basicamente :v)

São 7 capitulos ao total e mais uma side quest, então o jogo tem cerca de 6 a 8 horas.

Sendo mais uma experiencia interativa do que um jogo de fato, RPG Time: The Legend of Wright é super charmoso, criativo e, talvez, de certa forma, nostálgico para pessoas que gostavam de criar aventuras.

RPG Time também é um jogo sobre Wright e a sua saga de salvar o mundo da escuridão. Sobre sua aventura por lugares estranhos, fazendo amizades, aprendendo, subindo de nível e vencendo tudo que está a sua frente.

Mas principalmente, RPG Time é a história de uma criança com o sonho de fazer jogos. De contar histórias, de criar experiências. De fazer um mundo se tornar realidade pra outras pessoas também fazerem parte dele.

E, claro, é também a nossa história como o amigo em que essa criança que confiou esse mundinho tão sincero e tão divertido. De uma criança que sonhava em fazer jogos pra outra, foi um prazer fazer parte dessa história. (sim, eu me emocionei)

This game is definitely one of a kind. It's more of an interactive book than a game, not to say that there isn't any gameplay in this game but the gameplay part isn't anything to write home about. This game is mostly just about its charming and unique aesthetic that will most likely never age.

And yeah it's another one of these Japanese Anti RPGs which always rules.

If you want a cute and quirky game this game is begging for you to play it!

holy shit.

The set-up of RPG Time is pretty straightforward. An elementary school kid named Kenta, your classmate, loves video games. Through his extensive doodling and crafting in his notebook, he's created a lengthy rpg based on his passion for games, and he wants to show it off to his friend. The game he's made isn't particularly deep story wise and there isn't anything to the narrative that would imply Kenta or your player insert have anything serious going on outside of this playtime. They're just two normal kids hanging out. I kept expecting some last minute swerve into "maybe the demons are a metaphor for family trouble/loneliness or something." But no: the game is just 100% sincere from beginning to end.

Part of why the game doesn't necessarily need any wider depth because its propelled by sheer charm and passion. RPG Time is fine-tuned to never waste your time or give you a second to start feeling bored. It drops mechanic after mechanic after mechanic on you, rapidly changing gameplay style based on Kenta's whim of the moment. Its often more of a Wario-Ware style point and click adventure than an RPG, but that's never a point against it. Its why this game rules. In the first hour alone, I went from an rpg battle, to a gardening minigame, to a tank based sidescroller, to a rock-em-sock-em fighting game, to a top down 2D Zelda dungeon, and then back to the rpg battle. Each segment is so polished and well-realized, always fun to play and never trying your patience. The game is never challenging but its also never boring, because all Kenta wants to do is make you smile. I was smiling every single time I died, because each death felt like a reward for experimenting in the game's world.

The thread that really pushes this game's concept from good to great is Kenta himself. Kenta acts as the sort of dungeon master, leading you on the wider journey he's crafted. Part of what makes him so endearing as the narrator is how much he WANTS you to solve his puzzles. He has so many jokes to tell you, so many drawings he wants to show off, and so much incredible passion put into entertaining his friend after school. Its through Kenta that the devs can let loose this beautiful passion for video games and game design.

That passion comes through in every single element of how the game is crafted. Special attention is paid to keep an internal consistency to this world. Your sword is a pencil, the blacksmith's shop is a pencil sharpener. The music is Kenta's iPhone, playing his favorite songs from his favorite games. When he realizes his notebook has some food stains, he instantly turns it into a clue to find the boss' weakpoint. He hand-crafts this cardboard puzzles and shops and sidequests just for the sake of it. The game never winks or overplays its hand, keeping its world firmly grounded into the playtime of children. And the final result is just a delightful, gorgeous gem of a game.