
In this game, you play as Aveliana to retrieve powerful artifacts. Guided by a mysterious fox, you will combine them to save her child! The gameplay is fast and you can either try to avoid enemies in a stealth approach, or fight them! There are many secrets and hidden ways.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Spanish - Spain*languages with full audio support
Reviews
From what I've played thus far the game is very solid. I enjoyed the stealth elements. If the option is there I take it. The combat can be a bit wonky at first since we start with basic knowledge. Eventually we can upgrade our dash ability to damage enemies and to dash while in combat, for example. I do think it could use voice overs for the characters. Would bring em to life more. Have barely scratched the surface but it is worth ur time. Gameplay Impressions: https://youtu.be/JRgYJmQ6OyQ
bugged indie cheap piece of junk - options doesn't contains all controls - in-game options looks simply incorrect - saves doesn't restore you to saved location if you exited to menu and press continue - even if you reload last save in-game something on level like doors can be in incorrect state - combat in top-down perspective is awful and inconvenient - platforming sections is simply awful because you can't do anything except of jumps
I'd missed the Kickstarter campaign for this little indie gem, but I've been following the development closely and was eagerly awaiting the release of this title with its unique art direction. Aveliana offers (as you choose, because yes, you have the choice of the type of experience) a dreamlike adventure or a real challenge. Gameplay is rich in both options, and the choice of skills drastically changes the approach. The graphic style, music, cinematic illustrations, narration, and music complete the picture, giving this universe a fairytale touch. Aveliana is the kind of nugget we'd like to see more of: 11/10!
Adventure with stealth elements and some design choices that don’t always translate into a fun experience. First thing you need to do is pick story or normal difficulty. Both offer exactly the same experience, the only difference is that story is a lot easier with weaker enemies and auto-health regeneration for the main character. I still suggest you go with the normal because that will show you what the game is all about. However, if something becomes too difficult or you change your mind while playing, you may easily switch at any time. This game does not require you to learn difficult controls. It's all extremely simple to play. Aside from basic movement, you only have two other abilities: special skills and attack. Although the game is mainly centered on stealth, you can still take down enemies in an efficient manner. When the enemy actively engages you, you deal less damage, but you can still kill them with a few hits. When you're hidden from the enemy, the corners of the screen darken. However, if you are caught, you must defeat everyone in order to remove the magical barrier that prevents you from progressing. Unfortunately, there are some critical issues with hit detection that make the game almost unplayable. It’s possible to miss even when hitting straight at enemies. This happens because your character targets a single enemy automatically, which is shown by a white highlight around it. If you lose the target by turning the other way, you will miss even when your sword goes through an enemy. It happens all the time and makes killing even a simple enemy a chore. The easiest method to go through the game is to observe, hide, and wait for an opening. When the enemy is unaware of your presence, your attack kills them in one strike. Although an enemy's body transforms into bright orbs, you must still conceal the evidence of your kill in tall vegetation. The character moves much slower while holding the orbs, so you need to be careful. However, hiding orbs feels pointless. It's much better to leave it and use it to lure other enemies. Sadly, the hit detection fails even with stealth. If you try to set an ambush in tall grass and don't have the enemy targeted, you'll miss a quick kill. Furthermore, enemies are aware what’s going on. Their field of vision is represented by a visible triangle. You don't want to get caught inside it. Fortunately, they will not notice you if you dash across their area of vision. The other thing you need to watch out for is their patrol routes. They can remember their friends, so if they see that someone is missing from its post, they’ll start investigating. Sound is another factor because some leaves and bushes make noise when walked on. Fortunately, death is not a major concern because there are checkpoints everywhere. The game takes you through separate stages. The goal is simply to reach the exit by any means necessary. There will be many different enemies standing in your way, each with their own unique behaviour pattern. Some of these include sentries that constantly turn around, large jumping slimes that split into smaller ones, a balloon that flies away when you cut its legs, and a variety of other intriguing surprises. Stages are not very long, and some even offer different paths. They get blocked once you pass through, so you can’t explore. This frequently incorporates collectibles, and the only way to get everything is to replay a stage from the main menu. There are concealed spirits, writings, and shrines. The only critique is that stages are a little too abstract. This means you have no idea what is a walking space and what is part of the environment. Some sections are especially frustrating because you only see your outline under the dark trees. Since there are paths that lead to secrets, you’re constantly bumping into stuff to see if you can pass through. Dust is a more unique form of collectible since it involves more work. You'll either have to complete a platforming section or a stealth challenge. The weird decision is that dust can disappear after a while, so you must act quickly. Most of the time you don’t even know the timer has started, and the dust is gone before you even know it’s there. When you encounter a fox statue, you can utilize the dust to improve your health. Although stages show how many dust you collected, this appears to be broken. You can go over the number by replaying certain stages and grabbing as much dust as you want. Another problem is that you can’t see the number of collectibles in a stage until you beat it. One last thing are abilities. They come in two types, and you get to select them by stepping on a circle at the beginning of each stage. One type is only relevant in 2D platforming sections and uses alternative jumping mechanisms, such as glide or multi-jump. The other type is important during regular stages. Unlike the 2D abilities, these will gain experience points with each use. This can be grinded because progress is carried over throughout the game. Once you've earned enough experience points, the ability acquires a new helpful bonus. Each has two. Dash, for example, lets you use it during combat to harm adversaries. You get new skills as you continue through the game. The only limit to their use is mana, which recharges slowly.
I love the art direction of Aveliana, it's what drew me to the game in the first place and it really shines with some great level design. I enjoy the shifts from the 3D adventure game play to the 2D side scrolling sections. The combat can feel a little clunky when trying to take on multiple enemies, but this isn't really the focus of the game as it wants you to sneak and stealth your way through a level. Only a couple of hours in and looking forward to seeing where the game takes us. If you like the art style and are looking for a slower paced adventure, this could be the game for you.
Great Game! Beautiful artwork, Incredible encompassing atmosphere, easy to learn- tricky to master mechanics, unique and original ideas in game play. Everything you could want from a solo developed indie game, well done!
I've barely scratched the surface but the game is great. I really like the perspective changes during gameplay and the enemies also have interesting mechanics (big fan of the balloon guy).
très cool & chill, super musique, scénar et graphtoches, gg lefrenchdev
This game is an unpolished gem. I was an original backer and followed production. I was a little off-put when the creator revealed the new logo, because I genuinely thought it was AI. I don't think that anymore (because of years of exposure to what AI looks like), but it is genuinely a huge shift of style. I don't know what accounts for it - it genuinely could just be the 4 years that passed and the dev just got better at art. I forgot about the game for a long time after the development concluded and the download code sat there in my inbox for years. After that, the dev stopped updating. So it wasn't really in my mind. After getting a steam deck, I went through all my old campaigns and got my games. So I've been playing Aveliana. My first play-though I did not like it. The story seemed nonsensical and trite, with very cliche tropes like a chosen one and magic artifact and she's the only one who can use it now. There were minor typos. The voice acting is BAD - it's very obviously some kind of flat computer-generated with no intonation. Even modern AI voices mimic intonation to a degree, so idk where the dev got this. I feel like he could have gotten free, real VAs by offering a free copy of the game at least. But whatever. You can easily turn the voice acting off. There are bugs. The skills for 2d platforming (glide or double jump) never worked on my steam deck, so these sections were a huge pain (you can basically skip them, though). This really isn't much of an infiltration game - you kind of have to brute-force it no matter what. Beyond the tutorial, very little is explained. You're not always sure why/how the monsters are killing you. I don't always hate this because we all hate unnecessary hand-holding, but I would have loved a monster gallery that maybe updated as you went. Also, some levels are nothing but walking. There's one 2d level where you just descend forever into a cave and do some light platforming. I thought it was really boring on my first play-though. My first play-thought took about 7 hours. And as I mentioned, I didn't love it. But I was kind of intrigued and wanted to replay some levels. The level design has this weird thing where there are many branching paths, but no matter which one you take, you always reach the end. And at the end of each level it will tell you how many secret things you missed. And I am a compulsory completionist. And something strange happened on my second play though. I [i]got[/i] it. The random bits of lore that I didn't really understand the first time made sense. They weren't as trite as I thought. There were hints of the whole story from the beginning. This isn't a story with huge, deep lore, but there is definitely a well thought-out story here. I just didn't see it on my first play though. I was able to relax and explore more thoroughly on my second play-through because I knew how to defeat the monsters now and how dangerous they actually were. I knew how the puzzles worked. I could actually stop and appreciate the artistry on every level. The art-direction in this game is insane. It's gorgeous. The dev doesn't seem like a professional artist, but boy did he have a vision and executed it well. This game is actually a chill game that is best appreciated if you're maybe a little bit high. The stakes are low (you always respawn) and there are lots of things to find. The colors are amazing. You're a girl with a sword. You stab things. Go wild. There is also a cipher puzzle you can do if you want more lore (very basic letter-replacement in English - I'll have translations below in the spoilers). I missed some of the secret rooms and things. I wish there was a guide or something showing me where they all were. And I wished it showed on the chapter select so I know which ones aren't fully completed (it only shows you at the end of the level). But at the end, I'm really glad I supported this game and that the dev was able to complete it. It's one of those pieces of art where you can feel the passion of the creator through every detail. I hope the dev comes back and tightens things up. I understand if he doesn't, as the kickstarter was in 2021, and this game wasn't released until 2024. I'm sure it was a labor of love and probably wasn't a big money maker. But you never know. In the spoiler section below I will be explaining the story and the cipher messages. Game breaking bugs that need to be fixed: Smoke doesn't seem to work. Invisibility can drain your mana if you press it too many times too fast. Platforming abilities don't work. Some of the achievements don't activate. Festival of Lights is a huge pain to navigate because the monster that keeps you on track takes like a whole 1/4 of your HP. You can't complete the final level again. It let me go out of bounds and there's just no way to trigger the ending. The desert levels flash purple constantly. I think it's Aveliana recovering her health, but it's BAD. The screen shake is sometimes a little much despite turning it off. Spoilers ahead. [spoiler] Story Aveliana lives in a place called the Floating Cities, where her people long ago were sequestered because of a great environmental disaster. No one is allowed to leave, and if they do, they can never come back. They are told there is nothing out there, and they must stay to be kept safe. Aveliana's young daughter Lia is kidnapped/take/disappeared (not sure) and Aveliana must leave the city to find her. Aveliana's parents give her magic medallion to help her on her journey and reveal she once had a brother who did the same. She never knew about this. As she travels, she meets a fox named Miri who is the guardian of the artifacts like her medallion and guides her on her journey to gather all the artifacts so she can find her daughter. But something is suspicious about this fox... The fox explains the lore of the past, how there were once many artifacts and that people fought over them - when finally a king named Haytar (sometimes spelled Haythar) became mad with power. I'm a little fuzzy on the details, about if he was the one who destroyed all the other artifacts, but I think he was also responsible for the ecological disaster that befell humans. Anyway, eventually, Haytar's son stopped his father and scattered the artifacts so no one else could have the same power. NEXT FOLLOWS THE END OF THE GAME. STOP READING IF YOU REALLY DON'T WANT TO BE SPOILED. When Aveliana gets the last artifact, Miri the fox betrays her. He is actually the old king Haytar who was cursed to be a fox forever. Nature spirits intervene and I think finally kill Haytar's spirit for real? Anyway, Aveliana is too weak to recover, so the spirits make a deal with her. They will make sure her daughter is safe in the hands of Aveliana's parents, but Aveliana will die and become a nature spirit and watch over her daughter. Aveliana agrees to this. There are strong themes of caring for nature, what happens when you ♥♥♥♥ with nature, and the dangers of too much power. Oh, and her brother died trying to defeat the final boss. So she has avenged him, I guess. Cipher Puzzles: These are like etchings that can be found in various levels, and Aveliana will comment on them and sometimes give you a hint for how to translate them. I may have missed some, but here are the 5 I found. 1. "The Chosen one" where she remarks something about the chosen one. "The chosen one will come to earth and destroy the artifacts." 2. This one has extra letters and missing letters that tripped me up for a while. But I think I finally solved it. "The fox, keeper of the artefacts, has been cursed." 3. The one where Aveliana says "there were more artifacts?" or something like that. There were once seven medallions. 4. Long life (sic) King Haythar 5. The Keeper will destroy all medallioos (sic) [\spoiler]
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