
Top-down action-adventure with elemental magic gameplay. Guided by guilt, you embark on a journey to restore the elements in a dying world. Harness and master elemental powers to fight enemies, solve puzzles, and explore a vast world filled with ancient temples.
Modeled estimate, not a reported figure. How we estimate →
About
The Elements have gone wild and the world is now in danger. Driven by guilt, you embark on a journey to restore them all and conquer the temples where each Element resides. Solve puzzles, fight foes and find secrets using the Elements you've gathered.
Real-Time Combat
Fight enemies using the Elements, alongside your sword and shield. Combine Fire, Water, Electricity, and more to exploit their weaknesses and overcome tough encounters.
Challenging Temples
Prove your worth in the 8 unique temples, full of puzzles, secrets, dangerous foes and fun boss battles.
Explore and Discover
Travel and explore the 8 unique biomes. They are full of secrets, upgrades and inhabitants in need of your help.
Elemental Progression
Restore the Elements and unlock their abilities to open up new locations, solve puzzles and access previously inaccessible areas.
Overcome guilt
Experience a story of self-discovery and the journey to heal a broken world and a broken self.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, German, Catalan
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
Très bon jeu ! Je l'ai terminé à 100 % et ce fut une très bonne expérience. J’espère un elementallis 2.
Best adventure in a while! "Link to the past" vibes in all the good ways. Definitely recommend if you want an old school puzzle adventure.
really nice and laid back adventure game. i found the game to have an nice difficulty, not easy but not to hard. fun and challenging puzzles and an amazing fun and meaningful world to explore. would 100% recommend this game
I quite liked it. As zelda-likes go, it's middle difficulty: I've played both easier and tougher ones. The dungeon (temple) bosses are pretty well designed. There's a mid-boss before each temple main reward (a new ability to use), which gives you a demonstration of the ability you're about to pick up (assuming you win)... by using it on you. The temple boss then requires the use of the new ability to win that fight. Only the 6th (wind) temple boss did I have to look up in the forums on what to do (dash with wind around it until it falls over), while the rest can be easily discerned by playing through that temple. One of the tricks I've learned from other zelda-likes, to pick up a given dungeon's item, then go explore the map, possibly picking up all the dungeon items before finishing any of them... It does not work in the beginning. You [b]must[/b] finish the 1st dungeon to be able to reach the 2nd, and you're locked in the 2nd until you finish it. After that, though... this trick works great. However, each region has its own self contained town, temple and story, which does expect that you've completed the previous temples before arriving. So, on occasion, a given NPC may appear to be in two places at once (certain NPCs from the 3rd, 4th, & 5th towns then (later) move to the 6th town after finishing their respective temples). Completing the game once unlocks Hero (difficult) mode. If you're going to do it at all, then, like me, I strongly recommend doing it immediately, while the memories of where to go, what to do are still fresh: Hero mode doubles the damage you take, while health recovery pickups will now only drop by defeating a mini-boss. Trying to relearn the game while taking double damage and no healing hearts to find would be too annoying to continue, for me, so if I didn't do it right away, I'd probably never do it at all. Hero mode is quite harsh at the beginning, when you have nothing, but by the end of the 2nd temple (2nd ability is a life drain), it's pretty manageable. Several of the abilities you pick up do combo with each other, but with a only few exceptions, a player will probably only discover them by accident. I particularly like plant + water (wider range, stronger drain, lasts +1 hit before ending), but you need water + electricity to solve a puzzle in the final dungeon. There is an aide for completionists: if you complete the bestiary and turn it in, you receive an item that gives you a by region completion rate, so you'll know, at least, which map to scour, if you're missing things. However, there are always downsides, and one of them is that you must not just buy the map for each region, you must [b]find[/b] the cartographer in that region, which in most cases requires the ability from the local temple to reach them. Also, there [i]are[/i] fast travel locations, but, really, they're all pretty inconveniently placed. It's safe to say that most of them are places that no one would bother going, were it not for the warp stone being there: they're hard to go to/from, and generally aren't close to anything. At the time of writing this, there is still a demo, which should let you play starting with the intro, up through completing the 1st dungeon. Give it a try, to see if you're interested.
Elementallis is an extremely fun, fresh take on a 2D Zelda-style game. I love the addition of the elemental mechanics, including how they interact with puzzle solving, as well as with each other. The overarching environmental narrative is great too, and doesn't overpower the base gameplay that I'm here for. There are some great ideas in here that I hope other Zelda-style games latch onto moving forward. I will say the story throughout the game could have a bit more juice to it, but [spoiler]it pays off in the end[/spoiler]. Overall, it was a great game that I had a ton of fun playing!
I am presently 2 elements in and its been fun so far. Initial impression was this was a LoZ:LttP/LA clone, which I do not mind at all, but its great. So far, storywise its kinda like Secret of Mana meets SNES Zelda. The music so far has been really good, the element abilities have me wondering what the next ability is gonna be. If anything I have a feeling that I am gonna wish this game was bigger than it already is (and I am only 4 hours into things so I imagine it will be plenty big). Certainly worth a snag.
This is a solid game. I give it an 8/10. Anybody who wants to play a Zelda game but has played them already, play this. It'll scratch that exact itch. I wont go over too much over what the game does well because anybody who has played the old Gameboy Zelda games will know. But there are some nitpicks. The primary one is the music. The music is catchy, I can hum the tunes to myself, but it doesn't feel like it fits exactly. It feels like it'd be more in line with a science fiction game. It's hard to put my finger on what doesn't exactly work to this particular game. Second small issue: The game is a bit claustrophobic when it comes to moving around and exploring. The map feels a decent size but it could be bigger or more open. It could spread out the things to find a bit better and give you room to breathe. They could probably remove a few of the environmental/upgrade obstacles as well. Sometimes they come a bit too close together and you feel like you're hot swapping your spells over and over. You can also tell they ran out of space in the over world to put heart pieces and mana bar upgrades because they put one of each in each dungeon. The final nitpick is that chests don't always feel good. The wallet upgrades don't really matter past the 5th one, having 9 is weird. Could have just had 4 and doubled their effect. In the same vein, map markers could've been sold by any number of the worlds merchants. Going into a cave, solving their mini-puzzle only to get some map markers is a let down every time. These could've been heart pieces taken from the dungeons, or they could've been something more interesting, maybe items required to open the way to the extra boss. I hope the team behind this makes a sequel and builds upon this beginning adventure. Make new items, expand upon the elements (new effects from mixing them), a bigger map, maybe some speed friendly options too.
Ein prinzipiell gut gemachtes Zelda-ähnliches Spiel, wenn auch mit einigen Tücken: * man kann auf der Karte Markierungen setzen, allerdings nur außerhalb von Dungeons. Man hat nur eine begrenzte Anzahl von Markern. Es können zusätzliche gefunden werden. Marker geben nicht unbedingt Aufschluss darüber, was genau an der markierten Stelle zu tun ist. Ideal wären Marker gewesen, die den Elementen entsprechen. So hätte man sich einiges an Backtracking sparen können * oh ja, das Backtracking allgemein ist schon exzessiv * es gibt keine Anzeige, in welchen Gebieten einem noch Gegenstände fehlen. Auch haben Gegenstände keine Nummer oder sonstige Erkennungsmöglichkeiten. So kann man also dem letzten Herzteil schon mal ein paar Stunden hinterherrennen, da man nicht genau weiß, wo man es nun schon gesammelt hat und wo nicht * die Teleporter hätten zentraler in den jeweiligen Zonen liegen können * man kann Elemente den beiden Sticks des Controllers zuweisen und diese dann durch hereindrücken des Sticks aktivieren. Jedoch führt dies dazu, dass man in hektischen Sequenzen gerne mal versehentlich das Element wechselt. Sobald den Sticks irgendein Element zugewiesen wurde, kann dies nicht mehr aufgehoben werden. Man kann ein anderes Element zuweisen, aber man kann die Zuweisung nicht komplett aufheben und gar kein Element mehr zugewiesen haben * Kollisionsabfrage teils ungenau. Selbst wenn man Feuer nicht berührt, springt es auf einen über. Man fällt viel zu schnell in einen Abgrund oder springt von einer Kante, ohne dass man das eigentlich wollte * man hat nur sehr begrenzt Platz für Tränke. Das führt dazu, dass man viele Truhen verschlossen zurücklassen muss. Tränke sind praktisch wie Nieten, die man aus Truhen zieht Die Ära der Elementaristen endet hier!
A fun little Gameboy Zelda-like! Pros: -Puzzles are pretty satisfying. -Solid music and atmosphere. -The elements (this game's equivalent to the dungeon items) are mostly pretty fun to use and never feel too contextual. -Combat can be pretty challenging. -The dungeons hit a solid balance of being decently complex while still making it feel like you're always making progress. I only got properly stuck once, and it was only for 20 minutes or so. Cons: -The overall pace can feel pretty slow. I think the biggest culprit is that it borrows so much of its design and movement from a Gameboy game while expanding everything to a standard 16:9 screen. It's especially rough since the element that lets you get around faster only shows up a little over halfway through the game. -Translation's a bit stilted. -Pretty minor, but it'd be nice if the map started out centered on the player. It's a little jarring to open the map and have it zoomed in on a completely different area.
Enjoyed it. Old school Zelda type game. Final parts are where it really shines. Last temple was very enjoyable. Music is good too.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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