
Awita: Journey of Hope is a captivating side-scrolling metroidvania game that follows the remarkable journey of a courageous girl determined to rescue her village from the clutches of a devastating epidemic.
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About
Game features
Expansive world map where every place has its own story
Rich lore and mythology
Dynamic combat
This game is a side-scrolling metroidvania adventure that centers around sword combat. Your task is to traverse an expansive kingdom, encounter new friends and enemies, engage in battles with formidable bosses, and enhance your character's abilities through leveling up.
In a remote village within a forgotten kingdom, lived Awita, an unassuming girl. Yet, when a devastating epidemic struck her community, leaving all to believe in its apocalyptic conclusion, Awita defied the prevailing despair. Determined, she now embarks on a quest for a remedy, arming herself with sword and armor, venturing forth to explore the uncharted expanses of her realm. Along her journey, she would encounter unfamiliar landscapes and settlements, forging alliances and facing adversaries as she not only seeks a cure but follows her ever-shining glimmer of hope.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Ukrainian, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Turkish, Spanish - Latin America +3 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I really enjoy the atmosphere here, and the battles are a lot of fun. It’s nice to see that many of the smaller issues people mentioned before have been fixed with update 1.1.0, the game feels better overall now.
El juego es muy muy corto y el mapa pequeñísimo. La historia es muy sencilla y el desarrollo de la misma es intrascendente. El sistema de combate no es atractivo, golpeas con la espada y ruedas, fin. No tiene nada de progresión. Las habilidades solo las utilizas para avanzar, no hay nada en el mapa que te haga volver a pasar por una zona. Los combates contra jefes, bueno, mejor ni hablar. Y para colmo, tiene un bug que me impedía utilizar el mando. En dos horas lo terminas y no lo volveré a jugar. No lo recomiendo ni en una oferta de dos euros, de verdad. Las reseñas positivas en este juego, por el precio por el que lo he comprado, no son de fiar, lo digo para que a nadie le pase como a mi.
You can clearly feel the passion behind the project — simple mechanics, but fun ideas and a fresh vibe. The atmosphere works well, and there's a lot of potential here. Great job to the developer. Keep going — you’ve got talent! 💪 Recommended 👍
As beautiful as this microvania is, and genuinely interesting the combat system is at face value, I cannot recommend you play this versus the dozens of other microvanias available on STEAM. I'll have several points listed below, but the biggest thing is time. The experience was extremely short, but not in the sweet kind of way, and somehow I feel that was for the best. I have no doubts that multiple people beat this game and were able to refund it, and then chose to afterwards... The World: It is very linear with minimal secrets, and yet somehow most of those secrets are all cluttered in the same general location. The background parallaxing is slightly off which makes certain room literally nausea inducing to walk through. There are some rooms to the right of the map that have background elements that are easily to mistake as foreground, causing you to end up in a bottomless pit instead. And the layout of the map is not nice to the player, considering you have to backtrack from the rightside to the leftside towards the end with no shortcuts. In fact, most of the map will not connect back to other places, nor will you have to make decisions on which area to traverse in order to progress. Ladders are heavily overused and become an excuse for designing vertical sections of a room. Lastly, elevators don't have a method of calling them, which means if you are like me and tried to go all the way across the bottom of the map to the town after having left the town from its top, you cannot access the town and have to go the entire other way just to enter. Enemies: Enemies are stage hazards. They are not difficult to kill, but they do everything in their power to be annoying. Their aggro is triggered as soon as you either enter a room, or set foot on their platform. Some are locked into attacking a certain direction once they start, others can switch the way they are facing mid attack. This means for example, you could start a conversation with an NPC, and a flying enemy from the other corner of the room will path all the way to you and start attacking you mid conversation. Hope you weren't low on health. They also really like to camp the top and bottom of ladders, since their aggro is triggered so early, and makes those even more annoying then they already are. Bosses: I don't know what the bosses in this game were on, but they really, REALLY like to teleport. Not to any specific location of course, just somewhere in the area. It is fast, they attack immediately afterwards (usually a projectile of sorts), and entirely untelegraphed. You'll often find yourself just jumping or rolling around the area trying to fight the boss only for it to teleport somewhere else before you even got remotely close. Halfway through the game, your shield also just stops working against most bosses. The shield is actually really interesting, as it's a defensive option that doesn't take stamina or leave you open like a jump does, with the one draw back of not working against magic attacks...or heavy attacks...or the final boss for some reason??? Basically, it becomes useless just because the game said so, making combat less complex later in the game which is a weird decision. Most of my strategies involved stalling because the stamina system and few equipables you can obtain actively encouraged it (From waiting for stamina or health to regen). Achievements: My first and only playthrough I did I tried to "no killing common enemies". I thought this would be interesting; How do I stop enemies from killing themselves sometimes, how will I progress the world with a fixed income throughout the entire game, how might I progress through certain rooms filled with mobs. Uhh, turns out the answer to all of those questions was that they weren't actually questions at all. Only one room had an enemy that could potentially hurt itself, money really wasn't that useful in the first place, and most enemies could just be ignored and that would make your life easier. I have no idea how to get the true ending, I know it has something to do with the collectables but I was lacking 1 note and 2 flowers by the end and still got the ending. Besides that achievements boil down to complete the game and eventually get around to killing some random guys. (The rock achievement is worded horribly, I thought it was talking about the moss rocks for the longest time.). Story: Doesn't exist. There is light set up, then the author suddenly didn't like the whole disease story and wanted a fantasy monster takeover instead. Neither of which really get resolved? Most NPCs are "do my quest", and there was an interaction early on that has me still bewildered. A dark blue NPC that looks like no other enemy in the game says some foreboding message and then just, dies?! It was strangely humorous, and the best part of this game. Wrapping Things Up: I completed this game because I really like 2D pixel art metriodvanias. If that wasn't the case, I would've dropped the game and refunded it when I had 54 minutes in. It felt like the game was actively trying to make me hate it, and that sucked. I know this is a small team, and I can excuse it for being a little rough around the edges here and there, but a lot of this games problems come from the gameplay itself. I do believe too much time was spent on making the game look appealing to play instead of actually being engaging, and if this team ever makes another microvania I am willing to try it, but I'll enter cautious to see if they've learned from what went wrong here.
Played this game and was quite fun although some areas are too focused on exploration and there's a very low enemy density. Some bosses like the rustchild and the banshee (don't recall her name) are a little buggy as they stop reacting after what I assume is entering phase 2 (when their health is halved). The story is not very deep and would benefit from a bit more explanation and NPC dialogue but it's fully understandable as this is an indie project. The main character is very likeable but her looks contrast somewhat against other NPCs, especially the main antagonist in his NPC form, as they are in a different style and less chibi-like. The ending left me questioning a lot of stuff as it was too abrupt. Overall I like the style but left me wanting more.
Un petit metroidvania simple, mais très agréable, beau, poétique, très bon. J'ai passé un super moment.
Neat game with good and responsive movement and controls,a fun charm system and a game i would reccomend for anyone lookin to scratch a metroidvania itch
I liked it! It's a good game with great art and atmospheric backgrounds. Wish there were more items and upgrades
It's a fine piece, I GUESS, where the combat is barebone simple, with an attack and block, where the block only works for 30% of enemies attacks, with no clear sign that it will work. Also, the block must be timed, So you will be using the dodge/dash, which fortunately CANNOT be spamed, since you're limited by your stamina. Thus, the game did start hard for but once I got the hang of its pretty simple combat, I've found it easy enough. The kinestetic and feeling of movement feels great, but let's be honest, if a 2d game published in the 2020s fails to have good movement, it doesn't deserve to be published. The story and art style is gloomed and ver implicit, hidden in notes, which I know works for a lot people, specially since the souls-like craze, just not my cup of tea and I know I'm not alone. There are no markers, but the map is small enough that I didn't find them encessary. SOme annoying bugs that skips the bosses and moments where the character sprite freezes almost make me want to make this review negative, they weren't game breaking. So you , if you like platforming and explorig, I guess this will work fine.
Гра не погана але невистачає сюжету більшого та більше наповненого світу.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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