This review contains spoilers

Overall it's a good game. There's a decent amount of things in here that I disliked to varying degrees, but I couldn't call any of them straight up bad, just a matter of taste.

Most notably, many of the areas were too gimmicky and linear for me, not much room for exploration.

Using orbs to unlock spell upgrades was an interesting experiment, but by the end of the game I'd come to resent the mechanic. Once I got to around 20 orbs and could see what all the upgrades were, they turned from a source of excitement into a hassle since I couldn't afford to have them all enabled at once. So when I saw a spot where I'd have to use them, I usually headed back to town, re-allocated orbs, and then come back to the spot. Another problem was that I often forgot about the upgrades because they didn't get the "here's a place with a bunch of challenges involving that power" treatment. Also, I ended up accidentally bypassing some puzzles/platforming sections with the upgrades.

The rechargeable abilities were pretty underwhelming, only the teleport felt like a proper ability that saw use outside of the one dungeon where I got it. I forgot the time-stop ability after finishing the dungeon where it was mandatory, and the spinning orbs ability I forgot immediately after getting it. I used the spike-protection ability the most, but it still felt unnecessary. Also, I was very annoyed that there were insta-kill spikes in the game that it didn't protect you from.

I think the game could've been a lot better if they'd just cut down the number of powers/upgrades and put more focus on the remaining ones. Also, I vastly prefer finding my abilities over purchasing them.

Reviewed on Jan 06, 2024


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