
Emilia's life turns into chaos as her family members disappear, one by one. Forced to put her trust in a wolf spirit, Emilia sets off to search the land while pressured into feeding a monstrous power. Will the enigmatic figure she encounters offer guidance, or is Emilia diving head-first into peril?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Ukrainian, Spanish - Spain, Spanish - Latin America, Traditional Chinese, Portuguese - Portugal +1 more
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
Very fun games with a great aesthetic and artstyle and a fun main mechanic where the dash is included with your attack, AKA you can't dash without attacking enemies and you have to position right and everything. I found it a very nice game. It is on the shorter side, but the price point matches it and shorter games are good to have. Cons: - abrupt ending to the narrative. Pacing wise from a gameplay perspective, it ended at a good point, but the narrative didn't. - I found the 1st boss surprisingly difficult, more than any of the other bosses, including the final boss, actually. Might be a me thing. - Despite the fact that I found the first boss frustrating, I thought all of the bosses were genuinely mostly well designed. - This game features some of the worst escape sequences I've ever seen. Outside the first which is sorta ok, they all suck in various ways, the worst of them being the final one, which is some speedrunner ♥♥♥♥ because towards the end you actually have to turn TOWARDS what you're running away from. You can't beat it without playing the section more or less absolutely perfectly with no mistakes whatsoever. This is made worse by two things - instead of wall jump you have a wall cling, which means the character can unhelpfully not detach and slow down - and no real movement upgrades you can make use of to speed-up. The dash is keyed to enemies (there are a few) and the double-jump is to basic to do anything. So it's like 3-4 minutes of speedrunner ♥♥♥♥ where you have no idea if you're ahead enough or not. Ok, rant over. Genuinely good game.
作为一个跑酷游戏总体上来说中规中矩,2小时即可通关体量算小,地图设计还算稳健 内容上雷点和故意设置的恶意不多,隐藏要素提示都比较清晰明确,小女孩叫声像憨色(bushi) 但核心体系明显有不小的毛病,游玩体验上很大程度会被影响 1. 这几乎完全没有的受击无敌时间是何意味啊,这一点把游戏的失误惩罚放得非常大,无论是堵在怪堆里还是掉到尖刺上,基本就是一个重开的结局,然后重开又不是自动存档点而是固定点位,来来回回距离长了挫败感也很强。既然玩家现在就没有办法在跳跳乐环节利用受伤来逃课,不如受击给个击退再把无敌时间给得慷慨一点,或者干脆像一些游戏一样把尖刺陷阱改成掉血+边缘重开,免得每次掉进去还要多被折磨两秒看着自己死 2. 利用进攻去行进的方式失控感比较强,特别是在面对需要精密操作后续方向的情况下,经常调整不过位置,或者单个怪的偏移量过高就会高跳失败,而且相对的只有在进攻的瞬间调整方向有子弹时间,后续把你打飞出去以后有一点预想中的偏移就完全看你反应速度没有任何辅助性的功能了。在这类游戏里,二段跳和空段冲刺的意义就在于此,不只是为了前往更高或者更远地方的一种机制,更是跑跳过程中对精密位置把控的一种二次调整,基础动作的控制性不够完善,截止1.2小时左右的游戏时间时获得了二段跳能力后进攻冲刺的速度过快导致的问题也并没有完全解决 3. 弹幕和怪物进攻突刺左脑攻击右脑,互相抢夺锁定优先级导致经常性想穿过boss进攻时往弹幕上创,或是成功攻击boss后被后续弹幕糊脸,依旧是一个没有给够无敌帧的问题,最后结果就是在一个为了让操作性和背板能打出华丽画面的跑酷游戏里,玩家看着怪物的弹幕海决定发呆到它攻击结束再上... 正是第二点和第三点的完美结合,当你点满回能和能量上限,本可以放开手脚进行一场爽快的高速空中攻坚战时,结果却因为最终boss生草的即死岩浆地形,完美构成了一个动作分解并不难,但打起来完全只能缩手缩脚打一下就退否则一不小心就会跟着弹幕冲进岩浆的尴尬场景 4. 画面有些脏乱,一些地图陷阱的美术表现基本等于没有,撞上去才发现是刺
I like the bite part
simple, short and tight controls good little bite size metroidvania
整体玩下来还挺有意思的,BGM 也很好听,有些关卡设计确实很有挑战性,比如最后的逃亡环节,全程几乎不能有任何失误。剧情大致是主角的家人突然消失,主角踏上寻找之路,中途不慎被封印的狼妖利用,最后靠自己的力量战胜了狼妖。虽然结局并没有真正找到家人,但我相信,在一路寻找、一点点找回与家人相关记忆的过程中,主角早已和家人在心底重聚了。
Beautiful game, gorgeous pixel art, stellar music and a decent challenge. Last sequence has to be perfect.
A short and enjoyable game.
Very fun little MicroVania. Loved the pixel art, controls felt good. Definitely recommend.
GG
Short frustrating experience. Bosses were not designed with the limited maneuverability in mind. Some spiked sections are literal death sentences but they don't put you out of your misery right away. Dash-attack can be unreliable when too many elements are on-screen. Some screens just can't be zero-cycled for some reason. Lastly, achievements are bugged. I finished the game without memories in 49 mins on my second save slot, and got neither the Speedrun nor the Shining Star achievement. The unique dash-attack mechanic feels underutilized as well. I expected a Rusted Moss experience where the rubber banding was core to the platforming, but instead only got a few screens that require the dash-attack to progress. More importantly, the platforming only felt good on sections without the dash-attack.
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