Anodyne did it's job in satisfying a lot of the simple puzzle-solving and engaging mechanics I remember enjoying from The Legend of Zelda: A Link to the Past, while concurrently not satisfying my want for SNES-like difficulty in boss design and challenges. Although some of the dungeon designs and concepts that were attempted to be built upon did not ultimately come together to create a cohesive/consistently polished Zelda-like title, I found that Anodyne made up for that through stellar environmental and atmospheric design. The game built upon themes of isolation and disconnection quite well, even during moments where the dialogue seemed somewhat clunky. Though as far as my general perception of the writing goes, I think it's off-kilter design lends itself well to a narrative centered around escape and guilty discomfort. Overall quite an enjoyable game experience, looking forward to see what this team accomplished with it's successor.