
ENDER LILIES is a dark fantasy 2D action RPG about unraveling the mysteries of a destroyed kingdom. On this sorrowful journey, encounter horrific enemies against whom a moment of inattention could be fatal. Overcome these hardships and seek the truth with the help of fallen knights.
Most likely between $4.5M and $12.8M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $9.99 | 94% | approximately $7.6M |
| PlayStation | $24.99 | 93% | — |
| Nintendo | $24.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1368 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
个人评价:1>2
Hoje em dia é meio manjado chamar jogos indie de obras de arte, mas esse em especifico definitivamente é, a lore do jogo é muito boa, lembra um pouco dark souls embora em ender lilies seja mais exposta, a gameplay assim como todo metroidvania é meio nerfada no inicio, e no desenrolar do jogo vai ganhando camadas, e na minha visão o principal ponto positivo desse jogo é a parte artistica, os graficos de anime e a trilha sonora são sensacionais, na minha visão é um jogo praticamente perfeito.
любимая игра
好
Juegardo.
全成就 无新世界无改难度
Fun!
音乐最棒了,其次就是美术,最吸引我的就是美术,我可太爱了,但是反复重复有点小多,不过还是挺简单的,二十小时左右基本能全收集👍🏻就是棒
After playing for approximately 15 hours, I managed to get Ending A, defeated Julius, and progressed further. While the game has its merits, there are a few glaring design flaws that are deeply frustrating and unbalanced: 1. No HP Recovery on Level Up: Every time the character levels up, the HP bar doesn't refill. This decision severely disrupts the risk and reward flow. In trap heavy areas like the castle leading up to Julius if you run out of heals (Pray), a level-up should ideally act as a clutch saving grace. Leaving the player stranded with critical HP after a hard earned level up feels over punishing rather than challenging. 2. Disproportionate Contact Damage: The damage taken simply by touching or bumping into monsters, mini bosses, or main bosses is completely absurd. Getting hit by an active enemy skill or animation is acceptable and fair. However, simply grazing a boss's static model punishes the player with damage equivalent to a massive, fully animated skill. It completely breaks immersion and logic. If contact damage must exist, it should be a minor penalty (chip damage), not a devastating blow. The combination of these two mechanics feels like artificial difficulty. It feels less like the developers are testing the player's actual skill, and more like they are just inflating the difficulty in an unfair, unbalanced way.
broooooo lets make a boss named knight captain julius i swear it will be so funny to watch people get brutally ♥♥♥♥♥♥ by him 😎