
90s style platformer with a completely unique attack system. Slash your way through 8 stages of pure skills-based platforming.
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Languages: English, Japanese, French, Spanish - Spain, Portuguese - Brazil
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A throwback to games like Valis, Rusty or Psycho Dream and it fits the bill. For enjoyers of obscure, jank yet stylized and charming action platformers from the 90s Violet Wisteria should be played. Game designs great, with creative mechanics and every playthrough is unique. Stages are linear but none of it feels scripted. Enemy weaknesses and attacks are randomized. Progression feels earned, bear in mind its unforgiving. Limited lives and continues, stages that require pinpoint timing. It's a philosphy we don't see often in games these days, even retro inspired ones. Some will criticize it for being dated but preserving these design philosophys give Violet Wisteria a place.
TL;DR: This isn't a bad game, it will appeal to a niche for sure, I think it was always gonna happen that way. The color mechanic crippled my enjoyment, however, and I don't think I'm too interested in this title at the moment. 90's style platformer, similar to Valis, but with an added mechanic that hampers my enjoyment. The color mechanic is what is holding me back. The way it's used in game just didn't feel natural. You have to attack enemies with their contrasting color (Red-Blue/Blue-Red/Red-White) to defeat them, and the same color to bounce off them. The bounce mechanic is used pretty extensively, but I just don't dig the color mechanic on the whole for one reason: The enemies colors aren't fixed. Each time you start a run the enemies will have a different color weakness. The same enemies will appear in the same places, but their color weakness will change. This makes the game frustrating and unfun cause you never know what to expect. Generally not a bad thing, but here it caused me to game over on the first level multiple times. If instead enemy types always had the same color, it'd be a matter of learning the stage. As it is, I died a lot trying to remember not only which color to attack with, but reminding myself to match the enemies color to bounce for platforming. Having to attack the enemies with their CONTRASTING color is extremely confusing, as we'll recognize the enemy, then it's color, THEN it's weakness. It's simple to explain, simple to execute, but in the game, in the middle of a level, it's just not fun to have to recall this information. This is an action game after all, you mostly won't have time to remember. (probably why the attack inputs are all on the pause screen) It'd be a different story if they were weak to their own color, but that added step to each encounter doesn't make combat more interesting if I'm being honest. Instead it makes combat frustrating, I spent a while bouncing off enemies, and didn't quite find a rhythm. The controls for color switching are strange too, up for Blue, down for Red, and neutral for White. Why not just have 3 attack buttons? It'd really help alleviate some of the confusion. I don't know if it's related to the control scheme or something but sliding takes a second, Wisteria just won't do it if you aren't crouched for a second BEFORE inputting a jump command. Also I think the first Minotaur is bugged, it stopped responding to attacks for me. No damage, no bounce, nothing.
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Hours played at review time, across 24 reviews with recorded playtime.
ステージ4の途中までプレイしました。 まず、このゲームは親切ではないです。 そして、かなりの高難易度です。 ・コンティニュー回数に制限がある (コンティニュー無制限のモードもありますがエンディングまではいけません) ・中断セーブがない ・そもそもの難易度が高い ではこのゲームは何か。 製作者からゲーマーへの挑戦状です。 「クリアできるものならやってみろ」という剛速球を投げつけられているようなものです。 クリアさせる気が感じられません。抜け道も一切ありません。 レトロゲーム、特に高難易度ゲームをクリアすることに快感を覚えるようなプレイヤーにはぜひプレイして欲しいです。
Terribly hard and rewarding. The game is fair, yet still pisses me off. Music is great. My thumbs hurt. 10/10
More flawed than the Valis series Violet Wisteria draws its inspiration from
Some time ago the developer of this game used to have a YouTube channel where he talked about obscure Japanese video games and other rarities, it was very informative and presented in an accessible way. So, when he decided to become a game dev, I had the idea to support him in his venture by buying the upcoming game. Unfortunately the final product is not something that I enjoyed as well... it's a puzzle platformer where you have to match the color of your attacks to the enemies and to elements of the environment in order to defeat them and pass the platforming challenges. It would be nice if this were more puzzler than platformer, however the foundation of the game is one of those difficult 80s/90s titles that leave you almost no margin of error. So not only the game is hard in itself, but it becomes even more frustrating with the puzzle element that makes everything clunkier. Not to mention that different attacks are not just mapped to different buttons, but to fighting game-style button and movement combos just to make it even more unintuitive. Even with the tutorial at the beginning and selecting the lowest difficulty possible, the game feels barely playable because of the rock-paper-scissors scheme that makes the gameplay awkward, not to mention that the game even punishes you when using the magic spells, by shaving seconds off the timer and making everything even more frustrating. I had to drop it at one-third of the total length even if the controller was working correctly, because I just wasn't having fun at all. Feels like that the dev is a "pro gamer" and spent so much time tweaking the game to make it even more challenging for himself, that he forgot he also needs to sell it to people of average ability, and not only to his circle of hardcore fanatics living in the past (also I never gave a ♥♥♥♥ about Valis, but that's another story). In any case, I wishlisted his upcoming project too (a vertical shmup this time, still retro though) and I hope that it doesn't come out as obtuse, frustrating and un-fun as this one.
KaniPro Games was keen not to simply make a slavish recreation of Valis for modern systems; rather, they wanted to draw inspiration from the classic platformers but still provide their own distinctive, unique twist on the formula. And they’ve certainly succeeded in that regard; Violet Wisteria is recognisable as an homage to Valis, but it’s also very much its own distinct thing, and it’s absolutely unashamed of everything it is. That’s a bold creative statement, and one I very much respect from a passion project like this. [url=https://ricedigital.co.uk/violet-wisteria-review/]Full review here[/url]
Using the magic sword is quite difficult, but I love to play this character !! There's a sensation that you are playing MD games.
Awesome 90's inspired game that's similar to the Valis series. It has a strong challenge and good music so I highly recommend it to gamers looking for a retro platformer fix.
I've been playing the heck out of the demo and now seeing the final product in action is beautiful! This game is a throwback to the Genesis days from top to bottom. It was painstakingly crafted to feel like it came out of that era. I just love that it is a brand new game but fills me with so much nostalgia! The game itself is VERY challenging! But that's a deliberate choice. I know that the game's creator, Ultra Healthy as he was known on YouTube, is one of the most hardcore gamers out there and he made a game to give fellow hardcore gamers a monumental task in getting through this gorgeous game. I've never been good at ultra-hard games, but I'm certainly enjoying trying to see how far I can actually get. I will be searching YouTube for Violet Wisteria playthroughs to see if anyone is able to rival Ultra Healthy's skill at games like this! It might be beyond my ability to easily beat, but I'm so glad to have something that feels like a game I would have rented during a sleepover back in the day. If you're into challenging sidescrollers that hold firmly to the designs and philosophy of 90s gaming, I can't think of a better game to play!
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