
A very short RPG with action battles, graphics, and music inspired by the 16-bit Action JRPG. The first entry of Clarent Saga.
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About
action RPG battles inspired by the 16-bit Action JRPG;
soundtrack composed by Hiroki Kikuta and reminiscent of the 16-bit Action JRPG;
pixel graphics reminiscent of 16-bit JRPG;
3 difficulties.
When the evil cult of Brax summons its demon lord, can raider Alex use the Clarent sword to stop them from taking over and enslaving everyone? A simple and short RPG,
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
Beat it in about an hour. It is indeed a chapter zero. The controller didn't seem to actually have a defend button. The map pages didn't change less you were running full speed ahead. First boss was easy because you you could just use potions to heal. Also the leveling up seemed pointless and the wondering monsters could be easily avoided.
[u][b]Clarent Saga: Mana Chapter 0[/b][/u] is an atrocious and inept top-down action adventure game which is heavily inspired by the original [u][url=https://store.steampowered.com/app/637670/Secret_of_Mana/]Secret of Mana[/url][/u]. In all honesty, it has no redeeming qualities and feels like it should have been a demo rather than a full game. Overall, I don't recommend it because it is an unpolished game which has mind-numbingly slow combat, drab graphics, a bafflingly ridiculous script that uses modern-day verbiage and lingo that feel wholly inappropriate for the fantasy setting, and a contrived story with a cheap plot twist and a horrendous ending that sets up the future chapters very poorly. Furthermore, the developer has stated that they [u][url=https://store.steampowered.com/news/app/2574690/view/6856237235669512216?l=english]will stop updating all of their games[/url][/u] so there's even less of a reason to play this teaser since the full game will never be released and there will never be a conclusion to the story. Note: this review is current as of v 1.1.0 released on 19 February 2024; however, it is no longer relevant due to the major update (v 2.0.0) released on 11 April 2025 which addresses many of the issues I had with the game. [hr][/hr] [quote][b]S U M M A R Y[/b][/quote] - The gameplay is at odds with itself since you move extremely fast but combat is sluggish and overly-simple since you can slay anything just by mashing; - The replay value is non-existent since it's a short and linear narrative-driven game; - The graphics are made up of 16-bit pixel art for the sprites but subpar art assets for the enemies and bosses which clash with the pixel art; - The soundtrack is composed of generic but fitting adventure songs which aren't memorable; and - The story is a typical tale of good versus evil but has one plot twist which ruins the emotional impact that the story built up to that point. [hr][/hr] [quote][b]R E V I E W[/b][/quote] [h3]Gameplay[/h3] The gameplay is perplexingly incongruous and jarring: on the one hand, you move as fast as lightning when running and can cover so much ground very quickly but, on the other hand, the combat is as slow as molasses. Since you move so quickly, you can easily avoid every enemy with no effort and beat the game within 45 minutes if you go straight for the objectives since levels don't really matter. Whenever you do engage in combat, swinging your sword has perhaps the slowest animation I've ever witnessed which ruins the flow of combat. The attack animation is also so wide that it's hard to tell what its hitbox is but I'm pretty sure that it covers your entire side which makes it nearly impossible for enemies to get near you if you just spam the attack button -- except for the fact that your attacks can somehow miss despite being an action game. That being said, a mechanic needed to be included to prevent you from absolutely steamrolling every enemy because you can always get a positional advantage on them and stun-lock them by mashing. Moreover, the sluggish pace of the attack animation causes you to be frozen in place for a few seconds so if your attack misses then the enemy can easily hit you while you are vulnerable. The bosses are also incredibly easy as they very obviously telegraph their attacks and then sit around for a few seconds to let you hit them a few times before telegraphing another attack. Even if you do get hit, you can open up the menu (which pauses the game) to use healing items freely which further renders the levelling system moot. The game is riddled with a considerable amount of bugs, most of which are visual or minor, but the weirdest one is that transition tiles to an adjacent screen won't transfer you to the next screen if you approach them from an incorrect angle. This forces you to run back and forth to try to activate the screen transition which is annoying but not game-breaking and is a glaring issue which was clearly missed during playtesting (if any was done at all). [h3]Graphics[/h3] The graphics are made up of a mix of standard 16-bit pixel art for the sprites which look colorful and detailed but shabby-looking art assets for the enemies and bosses which don't mesh well with the rest of the game's art style and deliberately restrictive color palette. Halfway through the game, an awful and completely oversaturated red filter is applied to the entire screen in an attempt to emulate a sunset but it's so harsh that it physically hurt my eyes the first time I saw it. I got used to it eventually but that has to be one of the worst ways to try to make a sunset that I've ever seen. [h3]Sound[/h3] The soundtrack is the one tolerable aspect of the game because the adventure songs are actually quite decent -- they aren't anything special by any means but are otherwise serviceable except for the "field" song which is annoying and repetitive to the point where I had to mute the game after being forced to listen to it for 30 minutes. [h3]Story[/h3] The story teases at a conventional tale of good versus evil but has one contrived plot twist at the end which completely undermines the emotional impact that the story built up to that point while the ending has a horrible cliffhanger which does not set up future chapters well at all. The main character starts off as likeable and even somewhat relatable while his sister turns out to be a gleeful psychopath for reasons that I won't spoil here. The third important character to be introduced is also extremely unlikeable especially when you consider his demeanor towards the main character who had to go through a traumatizing experience. I'm of the belief that characters should at least be somewhat likeable if we're expected to spend any serious amount of time with them but the main character unfortunately becomes equally unlikeable during the ending which is utterly disconcerting and doesn't bode well for the remainder of the story. The script is easily the worst part of the game because of the use of modern-day verbiage, lingo, and swearing which sound crass and feel incredibly out of place in the fantasy world such as "da fak", "stupid ass", "lmao", "delulu", "asshats", "hardstuck", and "♥♥♥♥♥♥♥ idiot", many of which are literal internet terms. Additionally, the dialogue has sensational lines such as saying "♥♥♥♥" 15+ times or "sniff" 11 times. There's also a lot of typos in the script, which isn't a huge issue given the size of the development team, but it is yet another testament to the lack of playtesting and quality-assurance of the game. [h3]Miscellaneous[/h3] The developer lists only himself on the title screen and in the opening credits in a number of roles but with pretentious titles such as "Godfather", "Absolute", "Honored One", "The Almighty", "The One and Only", and "The Progenitor" which just feels bizarre and egotistical since they [u][url=https://store.steampowered.com/news/app/1848330/view/3677798233166630665?l=english]hired someone else to make this game[/url][/u] who is credited as the designer, writer, and director in the ending credits. If you want to laugh or cringe, watch the second half of the first trailer on the store page. [h3]Conclusion[/h3] Overall, I don't recommend it because the gameplay is discordant, rudimentary, and slow, the plot twist is absurd and ruins any emotional impact that the story should have had, and the script is preposterous and abysmal. I honestly can't believe that they chose to charge money for this when it should have been a demo (or Early Access at the very least), especially given its unpolished state. This is a huge departure and massive drop in quality from the other two entries in the [u][url=https://store.steampowered.com/search/?category1=998&developer=David+Nguyen&ndl=1]Clarent Saga trilogy[/url][/u], particularly the writing and tone, which is disappointing but isn't surprising since the work was contracted to someone else entirely.
Really enjoyed this little gem. Finished it in about an hour, and yeah, it’s short — but it’s clearly meant to be a prologue, not a full game, and it does a great job setting the stage. The pixel art is clean and charming, the music gives off a chill retro vibe, and the whole experience runs super smoothly. It’s the kind of game you can unwind with after a long day — nothing overwhelming, just good, simple fun. There’s no hand-holding at the start, which was a bit confusing. A map or some light guidance would definitely help, especially early on. Also had a moment where I got stuck after picking up the sword and couldn’t figure out where to go next, but eventually managed. Combat is basic but works for what it is. Would be helpful if damage feedback was clearer — like using red flashes for enemies and green for the player. The raider/enemy system is actually really cool, and I loved how the areas transitioned. Feels like there’s a lot of potential here for future chapters. 📌 Minor flaws aside, this was a smooth and polished experience. If you go in knowing it’s a short intro to something bigger, it’s easy to appreciate what it does right. ⭐ Rating: 9/10
A smooth, clean experience from the second you open
Perfect game to chill with after a long day.
Loved Clarent Saga: Prologue! The raider concept, enemy system, and area transitions are amazing. However, it's hard to tell who’s hit—use red for enemies and green for the player. Also, I got stuck after getting the sword and couldn’t reach the quest giver. Looking forward to updates!
One of the most well developed games
The game begins in a quiet village setting, letting you freely explore and interact — but it offers no clear instructions, which makes the start confusing. A map or hint system would help guide players better. Visually, it features clean pixel art and a pleasant retro soundtrack. The performance is smooth, but the experience is very short (1–2 hours) with basic combat and a light story. It feels more like a demo than a full RPG. ⭐ Final Verdict: 6.5/10 A nostalgic mini-RPG with nice visuals, but lacks direction and depth.
Exactly the kind of low-key fun
It’s a well made game
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