
Trapped in an ancient forest, a young prince searches for a lost god. Here he befriends the spirit of a young girl and a volatile child, and they quickly find their destinies intertwined. Third-person action-adventure inspired by genre classics of the N64-era.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
just use dolphin and play wind waker instead
This is... a surprisingly decent game all things considered. Not great, absolutely far from it. Too many problems to list; but in short: 1. Janky and awkward physics and jumping in general. Feels stiff 2. Combat is awful and having weapon durability just feels especially off 3. Lots of collectibles but the primary collectible becomes useless 2/3rds of the way through the game with no reason to keep collecting after that point, and stuff hidden in awkward places that's decisively not worth it 4. Some questionable level design in general 5. Sound design isn't great; weapons are unnecessarily noisy and the transition between overworld music and battle music is incredibly awkward (the music is all kinda forgettable too) 6. So I got softlocked in The Water Wing once also, had to reset, which... 7. Ooh checkpointing is baaad, every time I loaded the game, no matter where I left off, I'd start in the royal bastion. I have absolutely no clue why and while I can warp back to some places, fast travel is, well, not done well. But on the whole I did like this, despite all my gripes. The aesthetic is nice, clearly aping wind waker but trying to modernize it in some ways and it's colorful and pleasant to look at with decently diverse areas overall (though none feel especially imaginative). The platforming and puzzles can generally be solid fun as well, and the game doesn't overstay its welcome or feel overly long. There's an attempt at a story and worldbuilding but it all feels a bit awkward, but it's appreciated nonetheless. There are two final bosses you can choose between and one is much, much easier than the other, so... I'd say get this on sale if you can, I wouldn't say it's worth $20 when taking the length and general lack of polish together, but I didn't mind playing it and had a decent time with it.
Oh boy where to begin, wish I could give stars instead of just "yes" or "no." Well There are goods and bads to it. But not enough goods to justify $22 (CDN) I'm glad I got it with humble bundle. The game itself is pretty good, there are just a few cons that drag it down to the point that makes it hard to recommend at $22. Pro's -Unique and original story. There is so many tropes and over done stories and copies out there, it's nice to see something unique for a change. The game doesn't go too heavily into the story through the playthrough, but if you read all the tablets and lore you figure out easily whats going on. -Original content. With the exception of a lot of the music and sounds they've done virtually everything themselves, again too many indie devs just rehashing old stuff or someone elses assets. -Characters. It succesfully introduces multiple characters and keeps them relevant throughout the game. All the characters are also well written with different personalites and have an interesting little feature where you have different conversations when you have a different character selected. -Graphics. The graphics are colourful and enjoyable. Nothing is distorted or looking out of place and provide a immersive environment. -Platforming. Although a short game, I think they did a fairly good job with the platforming, all though at times it can be a little confusing where to go it sometimes it works out not too bad, I enjoyed the platforming... not much else to say about it. Cons COMBAT- If there is 1 thing that drags this game down, it is the combat and it drags the game down sooooooooooooooooooooooooo much. Most enemies when they hit you once typically send you flying, and with half the maps being on cliffs, edges, bridges, or whatever, getting hit once will often end up sending you just flying off the edge and restarting EVERYTHING! It also has issues with the dodging, sometimes even while targeting the enemy the game will still make you slide instead of dodging and at times can result in you sending your character flying away or as I've had many times, somehow teleporting to onto of the enemy...? And there are times where enemies will not be looking at you... but they still hit you??? Theres a LOT of other little issues with the combat but as another user pointed out, once you figure out the position and movement of the enemies, you typically just end up avoiding battle if you can. -Random little positions that don't allow you to move properly... Not sure if that makes sense, for example there is a rock you need to climb, it's not really too round or steep in anyway, but your character is thrown or pushed back if you're not careful climbing the 2 degree angled rock...? Ya, sometimes it just felt a little more like a surf map from, Counter Strike than a platforming adventure game. lol -It's actually a pretty short game. There isn't actually too much in the game , you spend more time redoing everything because you slip here or there or get 1 stupid hit from an enemy and get thrown off a cliff or something. -Difficulty. It seems like some of the game's difficulty comes from just plan bad combat system. Kind of an artifical difficulty imo. You're not making the game hard, you're making it janky combat. Althought they do introduce some different enemy abilities or strategies, most enemies are just hard to hit cause your character always takes massive and slow wind ups to hit even with a 1 handed sword. EVERYTHING attacks faster than you. -SLIPPERY FEET! Get this garbage out of here, annoying feature when every step involves your sliding or not stopping and you can never make tight turns and instead just run big round circles around emotes! I know that the cons look longer, but there mainly the combat. If the combat wasn't so jank I'd suggest it even at the $22. The other issues are minor or more of a pest. If you can, get the game on sale. Regardless of what you pay, the game with be a memorable one though. Long story short, it's a GOOD game thats weighed down by a janky combat system.
Warden: Melody of the Undergrowth developed and published by Cardboard Keep is a clear love letter to the era of late-90s and early-2000s 3D adventure platformers, blending exploration, light RPG elements, and puzzle-solving into a colorful fantasy setting. It doesn’t hide its influences—in fact, it leans into them with confidence—presenting a semi-open world that encourages curiosity and rewards players who take the time to wander off the beaten path. The result is a game that feels nostalgic in both its strengths and its shortcomings, offering a sense of adventure that is earnest and engaging, even when it struggles with execution. The narrative follows a young prince, Tavian, who becomes entangled in the mysteries of a magical forest filled with ancient forces and unusual inhabitants. As the story unfolds, additional playable characters join the journey, each bringing their own abilities and perspective. This multi-character system adds a layer of mechanical variety, allowing players to switch between companions to solve environmental puzzles and navigate different challenges. While the story itself is relatively straightforward and leans heavily on familiar fantasy tropes, it carries a sincerity that complements the game’s fairy-tale tone. The emphasis is less on dramatic twists and more on the experience of the journey itself. Exploration is at the heart of the experience, and it is here that the game feels most confident. The world is divided into interconnected regions, each with its own visual identity and layout, encouraging players to move between areas while gradually unlocking new paths. Collectibles are scattered throughout the environment, serving both as currency and as keys to progression, which creates a steady loop of discovery and advancement. The design often rewards players who deviate from the main objective, with hidden areas and optional challenges that add depth to the world. This sense of openness gives the game a strong adventurous spirit, even when navigation can occasionally feel unclear. The visual presentation plays a significant role in establishing the game’s identity. Environments are bright, stylized, and reminiscent of earlier 3D platformers, with a hand-crafted aesthetic that prioritizes charm over realism. Each area feels distinct, and the use of color and lighting helps reinforce the atmosphere of a living, magical world. While the graphical fidelity shows its age and limitations, the artistic direction carries enough personality to remain appealing, particularly for players who appreciate retro-inspired design. However, the game’s ambition is not always matched by its level of polish. Combat, in particular, is one of its weaker elements. Encounters tend to be repetitive, with limited enemy behavior and a lack of depth in the mechanics. Although there is some variety in weapons and attack styles, the core system does not evolve significantly over time, which can make combat feel more like an obligation than a highlight. Platforming is more enjoyable, offering moments of fluid movement and satisfying traversal, but it can also feel inconsistent, especially when precision is required. Technical issues and uneven pacing further highlight the game’s indie origins. Occasional bugs, inconsistent performance, and a somewhat restrictive save system can disrupt the flow of the experience. There are also moments where the world feels less populated than it appears, with large areas that lack meaningful interaction beyond exploration. These shortcomings do not completely detract from the game, but they do create a sense that its ideas are not always fully realized. Despite these flaws, Warden: Melody of the Undergrowth succeeds in capturing a sense of wonder that is increasingly rare in modern games. Its emphasis on exploration, its charming aesthetic, and its clear passion for its inspirations give it a distinct identity that resonates beyond its technical limitations. It is a game that values the journey over perfection, offering players a world that invites them to explore at their own pace. In the end, it stands as a commendable indie effort—one that may not reach the level of refinement of its inspirations, but still manages to deliver a memorable and heartfelt adventure. Players who enjoy exploration-driven games and are willing to overlook rough edges will find plenty to appreciate, while others may struggle with its inconsistencies. Either way, it remains a sincere and ambitious project that reflects a genuine love for the genre. Rating: 7/10
The game is quite charming with its looks. It's a fun little game to try, but it certainly has some glaring issues. -Controls are some of the worst I've experienced in a 3D platformer. A and D will cause you to turn in a circle which often flung me off platforms and sometimes even killed me. There's also a lack of friction so often controls feel slippery and odd. -Enemies even in the beginning attack far too quick to properly dodge. This causes you to very often be at low health. -Dodging works about 40% of the time and often won't actually make you dodge damage as enemies will just turn during their attack and hit you anyway. -Weapons having durability was a fun idea, but ends up being a massive pain if you run out of weapons. -Music cuts in and out if your camera moves closer to your body. This happens often near walls or in tight spaces. -Death is a little too punishing in certain levels as their layout means you may be redoing a quater or more of the entire level including fighting the enemies again and redoing the puzzles. This can be infuriating. However there are positives to this game. -Combat system feels good outside of previously stated issues. It's very much a zelda system I know, but it works. -The game looks like it took a look straight from Zelda Windwaker. In other words, the game is quite pleasing to look at. -The music is quite nice and generally fits the environment well. It may not be perfect, but the game certainly wasn't unplayable or even burdensome as I slowly got used to the controls. It's a good buy and I'm glad I receieved the game code through Lootbox or GeekFuel (I don't remember which).
Warden: Melody of the Undergrowth is an indie action adventure platformer. The plot is that you, the emperor son, falls into a river and have a dream about the forest spirit. She tells you to go find and destroy 3 crystals to free her from the spirit realm. It gave me a old ps2 era type of game feeling. There is puzzles that are easy if you pay attention and alot read the lore you pick up. You get to play as 3 different character that change on the fly, who also have their own abilities to help with platforming. The graphics are okay, again looks like a ps2 game. The game has it glitches, I had to reload my game couple of times because of them. And I give this a 7/10.
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Decent if a bit janky, the writing could be better and depth of field makes anything not immediately close to you so blurry it hurts your eyes so remember to turn it off. A critique is that the only time you are actually feel you need to fight enemies is when you need to defeat them to open a door otherwise it is just a waste of weapon durability. After the first crystal i never fought any enemy i didn't have to.
Ci ho giocato per un po' e ammetto che non è un brutto gioco ma non è che si ha sempre idea di quello che si debba fare, non lo so sono combattuto lo consiglio perché di per se non è malaccio
Reminds me of the legend of zelda wind waker graphics, except less bright and doesn't have random unnatural lines in the ground. Story is good so far. Sound is ok. Fighting is similar to links style, lock on attack and dodge. I don't think this game supports keyboard and mouse very well as the only way to view for me is by walking and doing lock on/off to change camera. The controller works just fine but the controls are still wonky. Also why is dodge ctrl, my little pinky already has a hard time reaching the windows key. honestly i think the game is worth $15-17. Also the game isn't optimized for low key laptops/computers that you got 8yrs ago.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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