- November 15, 2017
- team BitClub
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About
An artistic metroidvania with a classic NES era gameplay, taking the player through the life of an average man escaping his depression in a partly imaginary world he created around him. Fight more than 60 enemy types and 5 bosses, uncover more than 160 areas and unlock all powers and items.










- The game offers a nostalgic NES-style experience with fun core concepts and engaging puzzles.
- It provides a large world to explore with a good amount of content for a free game, making it a rewarding experience.
- The unique weapon-switching mechanic adds an interesting layer to the gameplay, encouraging exploration and backtracking.
- The puzzles can be confusing and poorly explained, leading to frustrating moments of backtracking and trial-and-error.
- The story and character development are underwhelming, with awkward dialogue and a lack of meaningful symbolism.
- The difficulty spikes can feel unfair, especially with some bosses and cheap deaths that disrupt the flow of gameplay.
story
16 mentions Positive Neutral NegativeThe game's story is a mixed bag, with some players appreciating its unique concepts and deeper themes related to mind control and personal struggles, while others find it poorly executed and lacking in coherence. The narrative is often described as awkward and cringeworthy, with missed opportunities for deeper storytelling through level design and character interactions. Overall, it seems to cater to a niche audience that may find value in its ideas, despite its shortcomings.
“Better story than Twilight.”
“I’m certain there are people out there who will relish just the idea of the story though – perhaps it will ignite within them something they haven’t ever thought about and provide for them mental tools to deal with their own anxieties.”
“[b]Fez meets Psychonauts & Star Wars[/b]: a metroidvania with a story about mind control/brainwashing vs. the protagonist's control of his own mind; e.g. his 'demons' he has to 'dance with', his beliefs (positively altered by a lot of wisdom), stress relief (referring to the anti-stress machines in-game) etc. This - so including the fact that this game offers nonlinear gameplay as was the case with Fez - makes for a great game full of possibilities to explore and solve puzzles; mostly fair ones, but there are a few I have been able to solve based on logic that I'd still like to discuss.”
“The control scheme, interface, and story are all whack.”
“Bits of boring level design, poorly telegraphed attacks, and somewhat awkward storytelling tempt me to advise the public to skip this one.”
“Every facet of the level design could have alluded toward something deeper, with enemies representing his fears in a more explained way and dialog that doesn’t just 'tell, don’t show.' Instead, the story is something that really bogs down the game for me.”