
A 2D Metroidvania-style game developed under the supervision of Ryo Mizuno, depicting the story of Deedlit and the events leading up to Record of Lodoss War: Diadem of the Covenant. Use a variety of weapons and spirit powers to unravel the mystery of the labyrinth.
Most likely between $1.8M and $5.2M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 93% | approximately $3.1M |
| PlayStation | $24.99 | 90% | — |
| Nintendo | $24.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $5.15 on Steam · Russia (−74%). Compare 17 prices in 15 markets →
Reviews
Themes across 853 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
Great game, beautiful pixel art, short and sweet can be beaten on a rainy weekend day :)) the story was nonsense and the game was quite easy, but still all around very enjoyable and well worth the price and time!
Its a simple adventure with great pixel art and combat. It won't take long to complete fully and there is just a couple of pain points if you are aiming for 100% completion (like a couple of troublesome monsters for the bestiary and the archery S rank challenge). Overall is a good Metroidvania with fair secret areas that have clues that are there for you to complete on your own if you pay attention and a lot of great boss battles and spells.
A decent little metroidvania type game, though I'll state a few caveats and pain points: - The way being dizzied happens in the game punitive in a largely annoying and uninteresting way. Plus dizzies can leave you open to a hit that will also stun you immediately again. (I don't mean being hit by thrown chains by enemies, though that's annoying as well - I have a hand injury that makes mashing directions on a d-pad physically painful. - Boss difficulty is a bit uneven. Most are very manageable, especially if you're paying attention to their patterns, and some can be cheesed in fairly direct ways (ie, just stand behind Karla, mostly). However, in some of the harder ones, there's enough visual spam on screen in a lot of the game to make it hard to 'read' and feel a little more annoying. The game is good about having saves before bosses, but for example in the latter half almost every boss ends up being a two-stage affair, and the final boss has an even worse example of this kind of thing. So it can make it annoying if you're having trouble with the end of a boss, because you have to deal with the 'easy, boring part' ahead of it. My completion time was ~6 hours. The worst I got stuck on a boss was probably about six attempts on the same boss or so. Sprite quality was good. music was a mix. As someone who grew up on the old Lodoss War anime, it was neat to see a Lodoss title (last one I played was on the Dreamcast!) but the story is kinda light and most of the game is just the protagonist being confused, so it's just kinda light fan service.
Одна из лучших метроидваний) но последний босс - это ад)) рекомендую фанатам Кастлевании с пс1 и т д
内容太少了,六小时就通关了,剧情也太好猜了,没什么悬念,切换火精灵为什么是绿披风不是红披风搞的有时候反映不过来是火精灵还是风精灵,也不想全成就了,除非15块钱以内,不然不推荐
Me lo han regalado hace un tiempo, Le di una oportunidad y me hace recordar mucho a los castlevania de SNES y GBA, Es un poco al estilo Castlevania Symphony of the night de PS1, Si les gusta los castlevania es lo mas cercano que encontraran se los recomiendo. PD: Muchas gracias KazuyaJin por tremendo regalo!
I've played a fair amount of Metroidvanias in my day, and this is one of the ones that gets closest to that feeling I got when I played SotN for the first time. The game play is similar, though I don't know if it's as in depth as SotN (min-maxing and such). The sound design and old school pixel art is doing a lot of the work in this aspect. I do think that people who haven't watched or read Record of Lodoss War will be a little lost when it comes to the plot, but this is a game targeted towards that demo, so I think that's okay. Gameplay-wise, it's fairly simple. I have a gone months between playing it, putting it down, and picking it back up, and it's easy to get back into the slaying of monsters. Don't take that as a lack of interest in the story or gameplay; FFXIV is a time sink, so most of my time is spent there. But, when downtime happens, this is a great alternative while I'm waiting for the servers to come back up. I give it an 8 out of 10. I haven't finished it, so that may change.
Fun Castlevania like. As a fan of Lodoss stuff, that does make it more interesting to me. [spoiler]I hope the implied sequel happens.[/spoiler] The boss battles didn't always make sense to me - the devs didn't go Zelda (when in doubt, use the most recent weapon/item you found), but some of the battles didn't seem to mesh with the skillset Deedlit has. Overall, I had fun! If you have a few bucks and are looking to scratch a Castlevania shaped itch, I think you'll like this one. Edit - the magic and weapons could be better classified with regard to their elemental properties.
Jogo muito bom, apesar de ser até certo ponto simples, é muito bem feito e muito gostosinho de jogar, se você é fã de Lodoss War vai ser ainda melhor.
After [b]Touhou Luna Nights[/b], I couldn't resist and decided to dive immediately into its spiritual successor, which is also an unexpected license to see, based on a series that, while it basically codified the Japanese variation of D&D-inspired high fantasy, has been out of the spotlight for many years. The game was developed as a companion piece to a novel that launched a new saga in the [b]Lodoss War[/b] setting (the original creator is credited as having given input to the game), although the plot is quite confusing even for people in the know, and is intended to be so until the end. For the same reason, however, you can still appreciate [b]Deedlit in Wonder Labyrinth[/b] even if you are completely new to Lodoss, controlling the High Elf who is basically the face of the franchise. The UI is almost identical to [b]Luna Nights[/b] and allowed me to familiarize myself with it immediately. Once into the game proper, however, I could see that it veers closer to the model of [b]Castlevania: Symphony of the Night[/b], with Deedlit's walking cycle looking outright plagiarized from Alucard's. Consumable items are still selectable along with spells, but pausing allows you to swap weapons and bows. The former come in a large variety, ranging from quick and short-range, to powerful weapons striking in slow and ample arcs, to even a few throwables; the latter are of course less varied, but notable are a few that throw multiple arrows, or even homing arrows. Joke weapons abound, like bows described as made of Carbon Fiber or Composite, or a rubber mallet that sells for little but is somehow more powerful than a lot of regular weapons. As only a few weapons can be considered really slow, ultimately for many it will likely come to simply using the newest strongest weapon — and selling the older ones to buy the next stronger weapon — but there's enough to fit any play style. A very small yet greatly appreciated innovation is that a minimap is always visible in a corner of the screen. Central to the game is what its store page calls the "Elemental Spirit" system, although I like to call it "Magic Polarity". Bringing [b]Ikaruga[/b] to mind and already used by Team Ladybug in their [b]Shin Megami Tensei[/b] mini-game, it consists of swapping between Sylph (Air) and Salamander (Fire), each giving a few perks, while also resisting enemy attacks and hazards of the same type and even recharging MP if hit by them; also, enemies killed with one Spirit release items that raise the level of the other. Having even just one of the Spirits at Level 3 causes it to recharge Deedlit's HP fairly quickly. There are some situations where a quick swap of Spirits is necessary to cross obstacles, but never so many that the mechanic would become obnoxious. The puzzle aspect is much simpler here, just some ropes and mechanisms to hit with arrows, often ricocheting them off metal plates. More trial-and-error than strategy, and annoying when involving gears that have to be constantly hit on the same side to spin. Once again, and thankfully, there aren't too many of those. The pixel art is a further step forward from Team Ladybug's previous games. The spritework is amazing not only for its quality, but also in the variety of monsters encountered. The huge dragon bosses stand out the most, but even some large regular enemies encountered in the dungeons are quite impressive, like the Basilisk you can see a few seconds into the trailer. Music is more of a mixed bag, not for any lack of quality, but simply because I didn't find it terribly fitting. Just like their previous title, the developers chose to go with a "compact" adventure and a dense map; the game lasted around 6 hours for me, and not a single minute felt boring or wasted. I could have lived without the boss rush - not the mode unlocked after completion, I'm talking about a string of several earlier bosses recycled - before the final section, though. There are lots of little details to find and love, like the Shades causing darkness until you destroy them. Did you also know that some QR codes are hidden here and there, and scanning them leads to hints? If you even mildly like the genre, this is another must-play from Team Ladybug.