
In Reflection of a Fallen Feather you are the enemy. Triumph in turn-based battles to transform into defeated monsters - each party member is a fusion of three monster types with near infinite customization. Find hidden treasures used to jump, smash, swim, and manipulate the environment.
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Languages: English
Engagement
Hours played at review time, across 37 reviews with recorded playtime.
Reviews
This game is a weird piece of something. If the premise wasn't great on its own, the game itself is rather... crunchy. I totally didn't expect these kinds of strategizing in battles trying to cover one party member's weakness with the other, the active switching and the overall trying to find the logic and memorize each foe's weakness/resistances through such simple and effective mechanics. While I haven't played much, I've been to three very interestingly designed areas that got me hooked right away. I absolutely loved how it keeps itself extremely simple, clear and relies totally on great game and level design to keep things together. Pros: >Progress system based on transforming into defeated opponents, with the ability to keep some of their skills to create a nice and balanced party. This is done in a very clear way and everything you need to know is displayed in a direct manner. >Battles are interesting, foes can be easily beat through knowledge and good transformation planning. >Combat system fully explained through itself. No wondering if this stat does that as EVERY skill has on its description what stat it uses and its element/cooldown/power/effect. >You can play as a spider. >Map design is well made, with several shortcuts and small puzzles to keep travelling interesting. >Music is a plus. >Writing is intricate. Dialogues kept me wondering every time someone had something to say. I look forward to find new NPCs to talk to even though I don't really understand much yet. Cons: >It's not the prettiest thing out there, even with its own aesthetics taken into account, it does get somewhat hard to discern what is there and what isn't. I like how a detailed lamia lady turns into a small snake when you get her as a party member, though. >It can get very confusing though it's very simple. >Lack an Options menu. Can't even change the sound/music volume or pick a resolution. >Whatever there is for a story isn't clear at all, though amusing due to its style. Neutral: >The game requires a lot of attention and memory. It doesn't hold your hand and expects a lot of the player, especially on the travelling side, as map design is far from straightforward. It's very easy to get completely lost. >I miss health bars. Overall, it makes up for a fun but demanding time and its a steal to be completely free. Just go and play it regardless.
In Reflection of a Fallen Feather you are the enemy. Triumph in turn-based battles to transform into defeated monsters - each party member is a fusion of three monster types with near infinite customization. Find hidden treasures used to jump, smash, swim, and manipulate the environment. 10 из 10
This is the best (free) single player game I have ever seen on Steam. I am only about three hours in but the depth of this game is already blowing me away. The gameplay and mechanics of this game are simple when viewed one at a time but come together to create a game that requires a lot of strategy and intelligence to get good at. Imagine Zelda like puzzles in a large open world mixed with turn based battles along the way. The puzzles are difficult and meaningful but not so much that you want to smash your keyboard. The battles are not random and act more as obstacles blocking your path. You can vie the enemies you will battle beforehand and choose not to fight if you don't mind leaving that path blocked for awhile longer. When you do choose to fight, the battle itself relies more on strategy than most other games as it is important that you know the strengths and weaknesses of your enemy. Additionally, your characters grow not by levelling up but by taking on the properties of defeated enemies. You have full control over this transformation and whether it will happen or not. This creates a surprising amount of customization and it becomes important not only to know how you would like each of your characters to grow but also how absorbing a particular enemy will help you achieve that goal. My advice (with my admittedly limited knowledge) is to pick one or two strengths for each character and focus mostly on increasing them when you transform.
Reflection of a Fallen Feather is a pretty neat indie game. Its not getting a lot of attention yet, but I liked it enough to recommend it. I really like the idea behind the game and recommend anyone who is a fan of indie games or retro RPGs to try it out.
⠀
Pretty awesome little RPG that I finally realized I was 2 hours in and lost into the gameplay. It reminds me of the monster classes of the old Gameboy Final Fantasy Legends (Saga) series. Where the story is just there, being free and an enjoyment makes it worth at least an attempt by anyone to try. What hurt is it? It's a free RPG!
"Відбиток Упавшого Пера 🦚🎮 У грі 'Відбиток Упавшого Пера' ви перетворюєтеся на ворога. Перемагайте в поштахових боях, щоб перетворитися на переможених монстрів. Кожен член вашої команди - це поєднання трьох типів монстрів і майже нескінченні можливості для налаштувань. 🦠 Поглиблюйтеся у світ пригод і загадок, де кожен ваш хід визначає подальший хід подій. Ви повинні знайти сховані скарби, щоб стрибати, розбивати, плавати і маніпулювати оточуючим середовищем. 🏞️ Ігровий світ розширюється перед вами, і кожен крок веде до нових відкриттів. Вирушайте у захоплюючий подорож і досліджуйте таємничі куточки цього світу. 🃏 Вас очікують безліч боїв зі створіннями різних видів. Налаштовуйте свою команду і вивчайте слабкі та сильні сторони різних монстрів, щоб виявити найкращі стратегії. 🧩 'Відбиток Упавшого Пера' поєднує в собі елементи гри на виживання, бойовиків та головоломок, роблячи її неймовірно захоплюючою. 🔮 Вам доведеться долати внутрішні конфлікти і знайти баланс між бажанням перемогти та пізнати себе. Ця гра пропонує унікальний погляд на роль гравця та ворога одночасно, і це робить її особливою серед ігор цього жанру." 🌟🎲👾
A Major complaint i have, at some point the game turns into "Engage combat and hope you dont get Paralyzed turn 1." which has been my demise many times even trying to chance some better evolutions. EDIT: Okay, finished it keep the first part up there because thats a rather annoying step to overcome. So, what is this game? In short its a simple JRPG with monsters as your teammembers which you evolve by transforming into your defeated foes. The are Keyitems strayed around aswell as equipment you can pick up to equip your group. With no further ado, since its a thumbdown let me count what annoyed me. Basic Map layouts: Most areas are tight corridors with every bit looking the same as the other. More to that on another point. There are however a few different types of areas so you wont have to look at the same colors for too long unless you choose to backtrack when you get the right keyitems to gain some equipment, which i highly suggest you do. Labyrinths: As mentioned earlier, most areas are tight corridors, while they are handmade and not randomized. It can be real annoying and easy to get lost. Most annoying it is when you fall down in the northern area, which can take you quite some time to figure your way out. Didnt get all the items as result of that. Ending: While the message it gave was told well, the game ends rather abrupt. I wont spoil it. But after that alot of questions were kept wide open. Not sure if this preps for a update or a possible sequel. Now, how about some positivity? Team Costumisation: If you evolve someone in your party you can let them carry 2 skills over to their next form. Each can also hold two items, the items are okay, but often lacking description. A interesting yet shallow story: Unfortunatly as previously mentioned the game ends abrupt, aswell as the story, at its core its a good attempt at something capturing but it lays flat due to its seemingly rushed telling. You are neither told how things started nor how things end, just little points inbetween. My hope is the dev takes up on it, and tries to continue what he started. TL:DR: Its decent, worth playing but the lack of a proper end or telling leaves you dissapointed.. 5,5/10
I want to like this game. Not wanted (past tense); I still do. I love what it's trying to do. I am writing this review this after failing to get into this game and slinking away in defeat, and I feel kind of bad about that. But it still appeals at its core, even now. I'm marking it as Recommended in hopes that you will have more success with it than I did. There is heart here, and this game deserves to have someone who likes it. Reflection of a Fallen Feather is a freeware indie RPG that was this studio's first of so far two releases, with Mixed reviews, and everything you would expect from that. It is incredibly rough around the edges. It is punishing and unforgiving. It is primitive. Except no, wait, no it's not. Underneath all the crudeness, ForepawSoft (yes, I did get this game because the studio name + "be the monsters" aesthetic made me suspicious) designed a ridiculous yet brilliant system for an RPG that rethinks a lot of How RPGs Even Work rules you take for granted, tosses out a lot of them, and replaces them with something that straddles the line between why-don't-more-games-do-this genius and how-do-you-even-play-this madness. Reflection of a Fallen Feather is Akitoshi Kawazu's Hello World. In the 45 minutes or so I spent in the very first area of this game, I discovered: [list][*]You are a party of three lost imprisoned souls wandering through Hell or... something. I didn't get farther plotwise than the title screen, but what I saw so far reads like pure angels, demons, and Final Fantasy-inspired teen phase edge. [*]Two of your party are up front and participating in the battle but either of them can tag in the third at any time, sort of like Breath of Fire IV. This is the first taste of "Wow, that's kind of a complex touch for a game like this." It is not the last. [*]No random encounters; instead enemies are stationary overworld sprites that block your way a la Final Fantasy Mystic Quest. I like this. [*]The party's HP/status is fully recovered after every fight. Even if you lose; a wipe just means returning to where you were standing at full health with the obstacle still there for you to try again, sort of like Princess Remedy. I like this too. [*]Their MP isn't restored because there is no MP in this game. Instead, you have a list of moves with turn cooldowns. You can spam your basic attack every round, but your bigger attacks might not come back for another three or four rounds. This does not reset between battles. I... think I like this? It does provide that critical balance for why not just spam your biggest nukes every round if you get a full restore anyway. [*]Put together, this means that this game subverts the traditional RPG feel of dungeons being an endurance marathon. You can wander around freely and not get worn down with random encounters, or with any encounters because any fight you enter may as well be your first. Also gone is the sense of mashing Fight because you need to conserve your resources. Instead, the challenge comes from the difficulty of the fights themselves (every enemy may as well be a boss) with a need to strategize and employ the right combination of moves in the right rounds to carry you through this battle and still be available at the start of the next. I really like this, in theory. (In practice I'm not sure I'm any good at it--see below.) [*]Oh, no Experience Points, either. Instead, you get one BP per enemy, and every 7 BP you get the chance to transform any one of your party members into the last enemy you just beat. This is the meat of this system, and clearly the entire point of this game. Different monsters have different stats, as you might expect. The cat furries are quick but physically weak, ogres are big and slow, etc. Whenever you transform, you can also port two of your current moves over to the new monster; if you really like that 3Heads move that your starting Cerberus comes with, keep it. [*]Not only does the move pool make for a uniquely customized party, [i]but each move comes with stat bonuses and penalties, too.[/i] Like that 3Heads move? Keep it [i]and[/i] enjoy the +2 Strength and +3 Agility that having it will add to your newly transformed monster, but do be careful about suddenly being 25% weak to fire.[/list] In theory, this game should be revolutionary, and one of my favorite RPG experiences ever. There are some [i]ideas[/i] here, and they managed to completely shake up the dungeon slog experience in ways I really appreciate. The problem is that it's a bit too much, and I don't think I can keep up. You need to learn the game's language to keep up with what all these customization options even [i]mean[/i]. (I love having a standardized way to explain what each move does, but surely there could have been a more user-friendly way to convey it than "10 One Mag/Lit/Cure 1." Playing a game should not remind me of programming in assembly.) You need to be very careful, thorough, and [i]knowledgable[/i] in minmaxing your team to get through. There's no apparent grinding or leveling to speak of, since all you get from battles is BP, and those stat modifications from inheriting post-transformation moves don't stack. I transformed my main character twice and I swear he ended up [i]weaker[/i] than when I first started the game just because I have no idea what I'm doing. There are monsters that seem just about impossible to beat until I get stronger, but I have no idea what "getting stronger" means under this system. After 45 minutes of not getting past the first screen, I reluctantly decided I'm not cut out for this. I like where this is going, and if I had more hours in the day, I might spend a few dozen of them learning how to play Reflection of a Fallen Feather. If it sounds interesting to any of you, I still recommend that you try it out. If you do so and you like it, your infectious enthusiasm may even get me to give it another chance myself. But for now? I just do not have 50 hours to spend learning what will probably end up being a 3-hour indie RPG by the time you know it. I have other games. But man. Good try, though.
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