[LEGACY] Nightmare Never End

You wake up in your room and realize that something is very wrong. You’ve been tasked to review another horror indie game, and it already looks as if you’re going to be crying in frustration more than you are in fear.

In the last (or maybe first) review that you saw of mine, in the very first paragraph I mentioned the shovelware that has plagued Steam since Steam Greenlight was taken from us and “anything goes”. Well, here is your first example.

NMNE is a “horror” game, which in itself is correct. Any game which has the purpose of trying to scare you is indeed a horror game, but it spectacularly fails at doing so. Even trying to cut the game some slack by looking at horror sub-genres still greatly fails.

Survival horror? Yes, but either easily survivable or pure luck (based on unpredictable A.I. patterns and wall phasing).
Action Horror? Nah, not really.
Psychological Horror? It wishes, or at least it’s trying to be. It’s one of the many games where the protagonist is stuck in a coma, and it tries so hard to create this sense of dread but is entirely ruined by the next part.
Jump-Scare Horror. Which is badly done. Scares with no rhyme or rhythm. One of which, after being “scared” once, I know exactly what triggers the scare, which I then demonstrated that I knew as I had to replay the game when I got stuck.

There is no finer detail to this game. Every story aspect serves itself as it is, and it is what it is.

Pros: 

  • The game works as a game (most of the time)
  • Has grab and move physics
  • Actually made me jump (once)
  • I’m a sucker for trippy visualisations. Eyeballs coming out the walls, floating teacups, fleshy meatballs I need to stack into a bathtub? Love all that weird shit.
  • The game has a beatable threat (most of the game) but doesn’t seem too unrealistic to beat or not beat, reasonably easy.
  • You know exactly what you’re doing every time you’re faced with a “challenge” or scenario. Very self-explanatory, even though that’s probably just down to the game’s simplicity.
  • When you die, you get sent back to the last stage or beginning of the stage you’re on. Very unlike most trash indie games.

Cons:

  • I actually got stuck in the game twice, one was due to the lighting being terrible in a particular area that I couldn’t see the “solution” to the “puzzle”. The other was to do with bad A.I.
  • Grab and move physics are almost overused, to the point where I need to make bathtub meatballs a SECOND time in the game. I love weird shit but WHY. The lack of other mechanics and odd tropes hammers this almost-overuse in.
  • The game is not scary, honestly. The one scare that got me was because a bat flew into my face as I went around a corner. I didn’t even jump that much, but THAT was a proper jumpscare. The rest of which was The Rake, but like Shadowman squished up behind a door going *BSSHHHHHT* *Static Noises And Static Visual Effects*. I’m scarier behind a door making those noises.
  • The last thing that I came face to face with (whether it was the end of the game or not) was biscuit collecting??? Every time I collected a biscuit, noises, and sounds were added, enemies with AWFUL PATHING were added and it eventually killed me. Unlike the rest of the game, it did not revert me to the previous stage, it bugged and game over’d me. At this point, I’d already restarted it once, so…

Overall, this game is not great. If you want to be scared, this is not it. It seems like a first attempt at a game with minimal assets and minimal effort or people who seem to kind of know what they’re doing but don’t know how to pull shit together.

But, this is not their first game, nor their first horror rodeo. AK Studio, the publisher, and developer of this game, has made 5 games before this going back to 2019. Albeit, one of them not being horror but a Crossy Roads clone, by the look of it.

While practise is patience and practise improves things, you have to pay $100 (I believe, feel free to correct me) to publish a game on Steam. While it is completely free to publish a game on Itch.io or Game Jolt, GOG, or Gamers Gate.

I’m not saying, “TAKE YOUR TRASH AND PUT IT ELSEWHERE.” It is a better business prospect for games like this, where you can get traction and feedback without having to pay out your ass just to see if people will buy your game.

Even so, despite traction and everything, you can even have someone famous review or play your games. One of their previous games, “Ghost Stories” was obviously seen by someone quite famous on Twitch as on Nov 12th 2020 the view of the game on Twitch spiked to 4.7k. Despite that, and despite all the LOL GAME BAD = GOOD REVIEW that came from it, not much else came from it. Obviously, enough money to try it again, but it lucked out, and it probably won’t happen again.

The reason I’ve spotlighted this game in particular is for one reason. If rubbish is highlighted and praised for its stupidity, you can fool anyone into thinking that the market is successful and a feasible means of making money.

Price: £7.19
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: Yes, play it again and again.

This game’s base price is £3.99, discounted right now at £3.19. That’s not a steal, and I doubt there will be a price suitable for the “content” that it brings. If you can get this for free, good on you, but I have no clue why you want it. Jinx from the present day here, this is ridiculous. I’m checking right now if they’ve made any updates since on this game because the base price has been raised from £3.99 to £7.19 as of a couple of days ago. Yeah, just as I thought. No official updates of patches since release in December 2021. I’m not altering the rating or anything to suit, just thought I’d chime in on this somewhere.

Zesty rating
1 Out Of 10.

A badly made, badly crafted excuse of a semi-psychological, shitty jumpscare “horror” game where discount RakeXShadowman squeezes into the most unscary, ridiculous places to scare you and defies physics just to be intimidating. 

Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.

[LEGACY] Alwa’s Legacy

Starting off with the sequel to Alwa’s Awakening, what a joy and what a delight after playing the first game. From their game in 2017 to this release in 2020, Alwa’s Legacy is one of the games that I can say visibly and thoroughly improves from the first game to the second. Nearly every point that I had made about the previous game was cleared up, rectified, and that’s always a great thing to see. As if they’ve cleared up those things that so many complained about, it means they are developers who listen, and therefore, developers to follow and trust in. (Just don’t go AAA, please, I beg.)

Despite being a little late to the party, Alwa’s Awakening was something that disappointed me, it felt like a bundle of broken promises and pandering towards those who fall for nostalgia-bait (like the Star Wars Sequels). Despite all the problems still standing, it was a legitimate game and cared about its matters. It stood the test of time for another game to be made and was still good enough to get a mixed rating.
It was always a surprise for me to pick up both Alwa’s Awakening and Alwa’s Legacy on Keymailer, I had just gone through my entire 2k “maybe-list” (steam wishlist) and had no idea what to expect.
Playing Awakening later had me hesitant to play Legacy, I will admit. I remembered my draining experience (further worsened by playing another bad game beforehand, I will admit.) and put off playing Legacy as long as I could. Now, playing it, I realise how silly it was to just assume that those same aspects that I loathed from the game would carry over.

Because it didn’t.
Hence, why this review will be a comparison.


“Most of the platforming requires pixel perfect jumping. I found the platforming some of the easiest to control out of all the games I’ve received from Keymailer, but it takes the happiness of finally having that away from me when showing me the platforms. Granted, not all the jumps are hazardous, death traps, but the ones that are the furthest away from the checkpoint always are, and it hurt my soul.” ~ (Alwa’s Awakening Review)
My soul has been healed. This game still requires some amount of “pixel perfect jumping”, which I would say most platformers need for it to not just be a walk in the park, but in this sense, all the jumping and platforms made sense. Everything made sense. I didn’t feel as if I needed to lean to the side “IRL” (in real life) to make every jump, it was smooth and nurturing but wasn’t afraid to let you fall if you fucked up. The death traps and such are placed appropriately within great consideration of where your last checkpoint was, nothing too unrealistic at all and very considerate while still making it challenging.

“Speaking of checkpoints, Red Cap Zombie Hunter, eat your heart out because you have NOTHING on the placement of these checkpoints when it comes to distance. The placement overall of the checkpoints is actually fine and is nowhere near the randomness that Red Cap does with their haphazard tornado lightshows, but the distance is actually heart-breaking and forced me to recline in my chair for a few minutes on multiple occasions.”
Red Cap Zombie Hunter…. Bro this is how you do it. It’s not about putting checkpoints, it’s about listening to criticism, taking it on board, and not having a hissy fit because people are finding problems with your game. Legacy took the absolutely atrocious checkpoint spacing of Awakening and improved TENFOLD on it. There was almost a point that I thought there were too many, but after unlocking new dangers I realised that checkpoints were necessary everywhere that they were. The game had become a lot more difficult, but at the same time a lot more achievable without throwing your hands up in rage, and it’s all due to the checkpoint placements.

“So if it wasn’t for the amount of dying I was doing sending me back, I also have to do A LOT of backtracking as well. I know it was very common in most older platformers, but with everything combined I genuinely felt as if I was losing the will to live, passing the same area so many times with nothing to gain from it. I only found out that there were quicker ways of going around things, like hidden walls/doors/ceilings/floors, yet I wasn’t to know as they looked the same as everything else!”
Okay, so apart from the one place that I got completely lost looking for an old woman who was the key to me moving on in the game… Once again, such a big improvement. The maps are the same way, in which you could easily get a bit lost, or a bit turned around looking for the way you need to go, but it’s different! The rooms are a tad smaller, they look better, they matter just a bit more. Not only that, but the way that you traverse the map is a lot different too. Many rooms are “one-way” making you a tad nervous as you can’t get back, but then, boom, you get your little power to summon a cube out of nowhere, and you can get back now! Every room and direction is much more purposeful, with fewer dead ends. You can only wander down a route if you have the right powers to do so. No backtracking because you went the wrong way. I still haven’t found any hidden walls/floors/ceilings/doors but seen as this game was a lot more enjoyable than the last, I might go back to it.

“As if backtracking and losing progress to things wasn’t enough, your character is also very slow in comparison to big empty and expanding rooms with not much filling them but maybe one or two measly enemies which will be super stingy about their drops.”
I’m trying so hard not to write vocalised expressions of satisfaction, just thinking back to the change on just how smooth the character is when walking… Your character is faster, smoother at walking, jumps are more responsive and rooms are not big and empty. Everything is fucking tight and fluid, and it’s lovely. I’m not so mad about enemies being stingy with heart drops because my slow-ass isn’t being grabbed as much any more, I’m not getting bored in a room, I’m not actually getting lost or having to backtrack as much. It’s honestly just “mmmmmmm”, as a change from one game to the other, it’s honestly a great feeling, almost as if I’m gliding with each step. (Not to be mistaken for the character being slippery when walking, the character is very much rooted it’s just the change is that blissful)

It’s honestly a great experience, and not just the game itself, but the rise from complaint ridden game to game I genuinely have only small complaints for.
— I still don’t really know the story, but that also seems unimportant.
— I got lost trying to find the old woman because I didn’t realise I could jump through the big orange column, as it literally looked like a wall.
— I don’t understand if I can swim? Or how to swim? Or if it’s a special power I’m missing.

But besides that, take all my positive comments from the previous game, smack them in this review and add some sparkle.
“The art style is cute and nostalgic with appropriate colour palettes, nothing is ugly or “meh” to look at.”
This, but without my apathetic language. The colours are now popping, and while the style of the game is still very much the same, there have been some tweaks to let things pop so much more and be more attractive to the eye.
“The music fits the purpose. It’s chiptune and 8-bit, and most soundtracks fit the appropriate setting they are put in. Boss battle areas seem to lack a little, but most of the others are great.”
Likewise, the soundtracks are a lot better, but I still have the same gripe about boss battle tunes, sometimes they don’t actually exist at all, which makes me wonder if it’s actually a boss battle, but on the game goes anyway.
“There are NPCs all over the map that all have some sort of dialogue (whether relevant or not) which really brings a bit more life to the otherwise empty feeling game.”
The NPCs are so much more real now, they look better, they have better, more believable dialogue and just genuinely, overall feel so much better. Despite me still not knowing what the fuck is going on within the game, everything reads so much better and has me a lot more invested than what I was with the last game.

“The powers learned by the protagonist within the game (specifically the first one where you summon cubes) were generally surprising to me and a lot more refreshing than the generic powerups most games would give you to get around obstacles.”
Same as above, I don’t think the powers have changed much since the last game (since I didn’t actually get all that far in Awakening) but it’s still such a refreshing premise on superpowers. Replacing your typical double jump with something different that allows you to mostly get the same desired effect.
“Not all enemies are the same one. There are different enemies and also different variations of the same enemies that take more hits to kill. That and the bosses are interesting and while not outstanding or grandiose were still a nice bunch of pixels.”
Oh my god, this, but so much more. Yes, the staple enemy to this game is skeletons, but within the first minutes of this game, it shows you so much more. Hidden behind a door you can’t open, in the first area with the old woman, are so many new creatures. You get hit with skeletons at the start, but later on, there’s flower demons, and evil flowers and moving statues and… It’s just great, and the art style switch I think was also key to making these guys look wonderful too. It gives you such a better grasp early on of how much this world has to offer.

Price: £13.99
Time To Complete: 9 Hours
Achievements: 24
Cards: No
Worth The Money: Maybe. It’s almost always on discount, however, so a definite yes on discount.

Overall, this game is so much better than its predecessor, and it strongly suggests that they listen to their fanbase/community/players. From what I can see in the reviews for this one, compared to the last game, there is so much more positivity towards the game and the developers and a genuine want for a third game. It’s not a game I would play on stream and something I’d pick up in my downtime (if I let such a thing exist) and complete casually in my own time. I recommend, if you have both Awakening and Legacy, play Awakening first just to make yourself love Legacy all that much more.

Zesty Rating
9 Out Of 10.
A remarkable difference from the previous game. Improved in all aspects and actually a joy to play. Smooth characters and amazing game design. Diverse enemies and not frustrating to play, but provides a worthy challenge. Massive improvement.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. 
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.

Stories I Wrote As A Child – The Magic Carpet

I’ve recently just opened my files after shoving all the documents into my filer and moving to my flat. I’ve since discovered some of my old stories. Namely, the ones that got me the “Star Writer” certificate in class.

Here’s the first one:

One day I asked my Dad if I could go out on my Magic Carpet.
My Dad said, “Of course you can.” and I said, “Yes?!”

Away I went, to far, far away. I saw a castle and I went to Paris.
I saw the Eiffel Tower and I saw the art gallery, but one thing I missed was the river Seine.

I really enjoyed my journey.

5th of August 2005.

The teacher’s comments were as follows:
“What a super story, [NAME]!
You have remembered capital letters and full stops.
What a clever girl you are, to use speech marks correctly!
Next time, you could tell me what your carpet looked like.”

I honestly don’t remember if I was prompted to write about France, or the popular tourist attractions in them. I honestly don’t remember the name of the river either, so it’s more than likely that I’d only just read about it.

Genuinely, love the story. Paints a picture of a reality that would never have happened, and I probably knew it. Considering that when I was writing this at 7 years old, my “Yes” was followed by a question mark. I somehow knew how to convey that confusion and excitement of my Dad actually saying yes to doing something, even something he’d consider dangerous.
Indicative of the part that as soon as I got on that carpet I went “Far, far away.” Shrek 2 came out in 2004, but I don’t think it was influenced by that.

Maybe I’ll use these as writing prompts later.

Anyway, that’s it. I have a few more, let’s give each one a separate post and do them every Thursday because #tbt. Whatever *ROFL*

Happy Thursday.

[LEGACY] Dark Dragonkin

Dark Dragonkin is one of the first games that I have had the pleasure of redeeming from Lurkit. Being one of only 4 games that I was eligible to redeem, I poured all my hope into the one and only Lurkit games available to me that didn’t look like a mobile game port.

This description does, however, come with my personal acknowledgement that, as a brand, Lurkit is better than Keymailer in terms of interactivity and user engagement. However, on the other hand, for smaller channels like myself, in comparison to bigger streamers, have such a limited choice on Lurkit due to access to games being behind an “Avg Viewer” wall.
On Keymailer I can walk up to any brand, developer, or publisher and slap a request on their game, believing that I compared to anyone else, will have a “good chance” of redeeming a game. Although this is the case, a lot of the time I will be “left on read” by the places I request from.
Lurkit on the other hand, pretty much has a 100% chance of being accepted if I meet the criteria, if I can actually find anything I want to review in the small pool I’m limited to. Although I appreciate Lurkit’s approach to allowing developers to choose their audience, I find that, given my smaller size, I am severely disadvantaged and limited.

Dark Dragonkin is a weird little game, top down, JRPG-like game that’s more about solving room puzzles endlessly than any actual RPG features. You go room by room, level by level, using 4 different characters with 4 different abilities. You have the Tank character (who is assumably female, love that) who can kick boulders out of the way and smash things, and the ability to use her shield to block attacks. Not only that, but you have the ninja guy who is great for backstabbing people and can jump over large gaps. Next is the druid-type who has the ability to turn into a fairy and fly through cracks in the walls, also having the ability to heal your team. And lastly, you have the mage who shoots fireballs which can light torches and kill enemies as well.

As said before, there is not really much of a story to this game, there is a little starting story to give your characters reason to exist and reason to be doing what they’re doing, but that’s about it.
From the start, what you do is go level by level, learning the mechanics of each individual and continue on through each dungeon.
I did play this game for roughly 50 minutes, so I almost met my hour quota. It’s not unbearable.
It’s a basic game with an interesting premise which I’ve seen similar things done before by Elmarion: the Lost Temple (but that was in 1st person, and you simultaneously controlled 4 characters with the numbers 1-4), and it’s not completely lost on me, it’s just a bit boring.
It’s a puzzle game and there’s not much else to it. There’s no fear aspect, tension, excitement, or anything of that nature, it’s completely about solving puzzles in an RPG-like fantasy environment.

Pros:

  • The game works, and has no audio or visual bugs.
  • The game provides a unique and intriguing mechanic to managing 4 people at one time. Making solving puzzles more appealing due to having to control more than one element within the puzzle-dungeon.
  • All the mechanics of each character are explained to the player, on how to use them and when is best to use them. Not much room is left for mistakes made via the game being stingy with its hints.
  • Despite the game being simple, a few puzzles did stump me a few times, but that was partially down to me having trouble keeping track of who can do what.

Cons:

  • While the mechanic is interesting, there’s not much else that really draws the player to stay for a while. The games’ music is repetitive and monotonous, and the control of four players is limited to singular, slow movement. I’m aware that this is a puzzle game, and I can appreciate that, but it’s RPG styled, surely that warrants a bit of excitement?
  • The game is a little weird with the walking and placement of things. It would’ve been better if the movement was gridded, or on rails. Walking forward moves the character forward 1 square at a time, leaning towards a more move-based puzzle game. This is due to the difficulty of aiming things correctly, the rock being kicked 2 pixels too far, the fairy getting KO’ed because I couldn’t fit her in the hole… I could go on.
  • Looping back to uninteresting, the game is nothing to look at visually. The characters are nice enough and are unique looking, but looking at the game itself as a whole, it does nothing to maintain my interest visually either. There’s a lot of empty space, both in the map and the black void outside the map.

Price: £11.39
Time To Complete: N/A (The only entry is me LMAO)
Achievements: 14
Cards: No
Worth The Money: IMO, not really. It does have 80ish levels, but there is no way I could withstand the game for that long to get my money’s worth.

In conclusion, this game is something that I’d like to see more of, just with more “umphf” or however you spell it. It is an interesting concept to have a puzzle game like this use 4 different characters that you can control separately. But as much as they spent a lot of time on making an insane number of levels, I think more should’ve gone into making it a fun-er experience.

Zesty Rating
4 Out Of 10. There’s a hint of flavour, but it’s gone before I can enjoy it.
A genuinely appealing concept for a game, let down by boring level design and no real excitement, tension, or fun really. It is a puzzle game, but due to the RPG skin, it’s misleading to those who think they’re here for an “adventure”. 80+ levels of the same song on loop, barren hallways and the call of the black void behind the dungeon map.


Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.  Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again. Not only that, but being more Lurkit-focused in my new era of streaming.

NOTE: This game is flagged as “Retry”. 

[LEGACY] Gedonia

Another game from Keymailer, this time one that I had high hopes for. Promising classic open-world RPG elements and fun adventures, Gedonia looked like it was a bit of a break from the burden of AAA adventure games without being an indie MMO. Allowing almost full control of doing whatever the fuck you wanted and building yourself from there.
And while the promise was fulfilled, I feel like it was fulfilled in the more lacklustre way.

Panning opening scenes and great panoramic views, all done with a low poly, but still nice enough looking design. A great deal of time spent on the opening of the game, making the player lean on the edge of their seats, drawn in and ready for an experience.
You exclaim to your dad, who is not your dad, that you had DREAMS! And those dreams make you absolutely sure that if you go to the cave that’s at the top of the mountain… The TRUTH would be REVEALED!!!
Cut to your character clipping through the rocks as they climb the mountain and find a cave. You gain control of the character to walk a few metres to find a shrine of some sort when the “ooga-booga” happens, you see some visions and then nothing.
That’s it, come back out the other side and make your way back and your character hints to knowing things but never says it.

From here on, I’m a little lost.
I feel like the story has just been dropped and there’s nothing, just tumbleweeds.
Don’t get me wrong, there’s apparently lots to do, and there are lots that I can find, but usually these games have some sort of overarching bigger quest. While I know that there is a bigger quest, after all the hype and the “exploration” and the big overwhelming seeming “ooga-booga” stuff, it’s just dropped. It’s almost as if it weren’t relevant or never existed in the first place, or like it never really mattered.
What I loved about The Elder Scrolls games is that while you have this overarching quest that you knew that you needed to do, and it was very prominent, you could go out and do anything. While you can still very much do the same here, the importance of this quest isn’t gripping enough to give me a pull to the game, and that’s the whole difficulty of balancing aspects of a game like this.
In The Elder Scrolls: Oblivion, the threat was there and it was very real. Within the first 10 minutes of playthrough you’re already introduced to the characters and the types of characters you meet along the way, not only that, but the enemies and the overarching threats are also shown as well. The gravity of the situation hits you as the emperor is killed right in front of you, as the cultists also try to kill you as well. You’re given the royal heirloom that will save the day as a constant reminder of your task and escape the sewers into this free world where you can do anything.
This is what Gedonia is missing, this overarching weight and threat. While I feel that it was trying to do that at the start, which is so crucial, it fell flat, which meant the rest of the game as well followed suit.

Pros:

  • The game works, no game-breaking graphical errors or audio glitches.
  • The game, while low poly, which is not to everyone’s tastes, looks great for what it is. Bright colour palettes for the first zone which is bright and cheery which contrasts lovely with other areas such as the swamp and the dead-lands.
  • The focus on exploration is great for an indie game. It has such a vast and open world with lots to discover. Off-stream, I played a bit more of the game and delved a lot further than I had on-stream, and found that the developer puts a lot of great detail into the places of interest.
  • This game has the start of a great character developer. With a different build for different types of characters and playthroughs, it really allows for some ‘re-specing’ or replayability.
  • While still a bit clunky and not polished, the crafting system is simple and is tailored to the level or level range of your character. The things you need to craft are not outrageous in comparison to the time and effort needed to find the resources, in tie with how hard it would be to obtain such resources at your level. It’s well-thought-out.
  • There appears to be an array of puzzles within the quests available. I’ve only came across one puzzle so far, but it was simple enough to solve but just as good. A good balance of being simple yet challenging is hard to find within indie games.

Cons:

  • This game is in early access, everything is unpolished and unfinished, it is not a finished product. This is more of a disclaimer than a con, but is probably the reason a lot of the cons I have so far exist.
  • There is a lot of character clipping in the cutscenes (and a little in the game itself) which is a minor flaw, but when watching it took me out of the game a bit.
  • The “main quest” of this game almost has no weight, which when starting a game like this you need some sort of momentum to propel the player forward, a little push or shove to get the ball rolling. For me, the quick intro and cutscene just didn’t hammer the nail in enough, and more or less hammered it into the coffin for the game. It left me with no motivation to explore or actually see the quest through as I had no urgency, and no sense of wonder as to what the character meant in all this.
  • The other quests in the game don’t really hit home either. The only quest so far I vaguely had any interest in was the person being constantly hit by lightening, but just like the main quest, something fell flat within the quest that just made me uninterested again.
  • The environment of the game, while being nice looking and scenic for the art style that it has, it’s very dead, there’s nothing else to it but what it is. Seeming to be full of life, but lifeless all at the same time. The NPCs, as well, also lifeless. While of course, we can’t all have wandering A.I. that have their jobs and schedules, but their animations are also rather flat and dead as well.
  • The combat for the game is very clunky, stiff, and slow. The dodging is more of a roll or sidestep, and when you’re a low level, it’s REALLY tricky for you to level up when suddenly ambushed by a bear or group of bandits. It’s difficult to tell where I’m supposed to level up because I don’t see any levels above the bar and always feel a bit overwhelmed being a new character.

Price: £9.29
Time To Complete: N/A
Achievements: 16
Cards: None
Worth The Money: Yes, when it’s a finished game. Not right now, however.

Overall, this game is in Early Access, there’s not much else to say. Gedonia has been in development for some time and from what I can see in the other reviews and the community for this game, it just keeps getting better and better. It also seems to be another lone dev game, which is something I love. It’s still in Early Access, for good reason, but doesn’t claim to be anywhere near finished.
I can wholeheartedly recommend this game to people who want something to follow and love as time goes on, a work in progress and hopefully not a project that may get abandoned at some point.
I cannot recommend this to people who want a full game, who long for an experience without pause, who require a robust adventure to fill their soul. I believe that there will be a time that I can recommend this game for that, but that time is not now.

Zesty Rating
4.5 Out Of 10
A work in progress by a lone dev, a promising outlook. Adventure and endless possibilities promised and a great journey to be had when finished. The unfinished part is the only negative, and it’s a little empty, but it’s acceptable by Early Access standards.


Please bear in mind that this is a repost. There have been slight changed to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. 
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.

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