Elliot Quest is an adventure/RPG where players explore the mysterious Urele island in search of an ancient demon. With 5 dungeons to conquer, 16 bosses to defeat, and countless treasures to discover and hidden areas. Well-balanced gameplay easy to pick up but challenging to master.
User reviews:
Very Positive (69 reviews) - 81% of the 69 user reviews for this game are positive.
Release Date: Nov 10, 2014

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“Elliot Quest is a delightful game for anyone who wishes to explore a world filled with secrets and danger”

“Elliot Quest Is Very Lovely And Has Strange Monsters”
Rock, Paper, Shotgun

“Elliot Quest is an adventure worth taking”
8.75/10 – Zelda Universe

About This Game

Elliot can’t die—but he’s still running out of time. In Elliot Quest, the victim of a rare curse must find a cure before he’s transformed into a demon.

After Elliot’s wife disappears, he falls sick and attempts to take his own life--only to discovers that he can’t die. Plagued by nightmares and growing weaker by the day, Elliot seeks out a local Sage, who tells him that he’s the victim of a rare curse. A demon called a Satar is slowly consuming Elliot’s vitality.

If Elliot can’t find a cure to the curse before it’s too late, he will become a Satar. His only hope is to ask for the help of one of the island’s Guardians, who have kept the Satar from taking over Urele. Elliot can’t die—but he’s still running out of time.


Elliot Quest is an adventure/RPG where players explore the mysterious Urele island in search of an ancient demon. With 5 dungeons to conquer, 16 bosses to defeat, and countless treasures to discover and hidden areas. Well-balanced gameplay easy to pick up but challenging to master.

Elliot Quest features:

• An expansive island to explore with over 16 unique bosses
• Customize your character with an engaging Level Up System
• Chain attacks to make enemies drop more items
• Experiment with different magic attacks to defeat Elliot’s enemies
• Solve puzzles to find hidden crystals and access secret areas
• Hunt powerful monsters to find powerful weapons
• 3 unique endings based on your decisions
• Well-balanced gameplay that’s easy to pick up but challenging to master

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: Intel® Pentium 4 / 2.0GHz
    • Memory: 1 GB RAM
    • Graphics: DirectX 9.0c compatible card, 128MB of VRAM
    • Storage: 200 MB available space
    • OS: OS X 10.6 or later
    • Processor: Intel Core 2 Duo 2.0 ghz or equivalent
    • Memory: 1 GB RAM
    • Storage: 200 MB available space
    • OS: Ubuntu 12.04 and Newer
    • Processor: Intel Core 2 Duo 2.1 ghz or equivalent
    • Memory: 1 GB RAM
    • Graphics: 2nd Generation Intel Core HD Graphics (2000/3000), 256MB
    • Storage: 200 MB available space
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Very Positive (69 reviews)
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Most Helpful Reviews  In the past 30 days
6 of 7 people (86%) found this review helpful
30.1 hrs on record
Posted: October 10
Elliot Quest is a fun "metroidvania" with little player guidance.
You are liable to get stuck not knowing where to progress, attempting dungeons until you reach an obstacle requiring a new upgrade to progress or you'll look at a walkthrough.

With its simple and serviceable pixel art graphics, this game should run on most PCs.
The aesthetics show an interesting juxtaposition of calm environments now infested with enemies.

The gameplay is fun and responsive.
Be warned that gamepad control is done with the arrows not joystick (unless you use a 3rd party software to map the analog stick inputs to the arrows).
If you enjoy TLoZ and Castlevania games you'll have some fun with a playthrough of Elliot Quest, there's quite a few upgrades to collect, secrets to find (you can take a look at our guide) and several bosses to fight.

The biggest problems I found were the lack of direction and the backtracking needed to restock bombs. The first can be fine for fans of the genre, but it might push some newcomers away, the second just seems to be an error in the programming of the game. It has the same obfuscation problem as many rogue-lights where items are not explained.
The game also has experience loss on defeat which could be a problem for people who are not great at platforming.

For me, the outstanding feature was the extra boss fights. Trying out your spells and weapons to figure out how to damage them while having to dodge their attacks was enjoyable, even if 2 of the game's bosses took me over 10 attempts to defeat.

Music is ok, but some special effects (particularly the spike shell enemies' ring) are overly loud to the point of it being astringent.

The story is simple, but it seems like they were going for a shadow of the collosus vive and didn't write enough story to sell it. The "Good" ending has satisfactory, even if it isn't the happy ending some might want.

The "Karma" system is very basic and has no nuance, so expect to end up with the neutral ending if you don't act 100% one way from the start.

Quality and Replayability
The game is missing a some polish in multiple areas and the developers have evidently no interest in fixing those things.
Some examples:
  • There are many spots of incomplete content, for example collectibles hidden behind doors that can't be opened or keys with no purpose.
  • Bomb drops from crates which explode on discovery rather than allowing the player to pick them up.
  • Cutscenes which can't be skipped (reduce the enjoyment when re-trying boss fights)
  • Bugs leading to Elliot getting stuck in walls
  • Errors in physics*

*You can you can move objects using your arrows and pushing them against some "inmovable" objects makes them slide on the ground.

There is no real reason to play through it twice as New Game+ is basically just hard mode, you could look at the other of the 3 endings, but there is not much difference to it. And there's an arena you can unlock, though there are no rewards tied to it.

The addition of Achievements would help guide the player and give purpose to some of the unused systems.

The game should be fun enough for fans of the genre, and I expect there's enough game to justify the money, especially if it is purchased during a sale.
Just be warned that the game shows cut corners and lack of polish in some areas, as would be expected from its source.
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1 of 3 people (33%) found this review helpful
1 person found this review funny
Most Helpful Reviews  Overall
83 of 106 people (78%) found this review helpful
Not Recommended
14.8 hrs on record
Posted: January 18, 2015
As an obvious homage to Zelda 2 for the NES, Elliot Quest largely succeeds, but a handful of serious flaws hamper what would otherwise be an easy recommendation. As such, I'd only recommend it to players who like the style of game enough to enjoy a budget version that falls short of its potential.

Awkward and frustrating mechanics really cut down on the fun in leveling up and exploring. The low level cap prevents you from maxing your abilities. Experience loss on death punishes you for falling down some pits while others contain secrets. Several abilities only have a small chance to activate, meaning you will often die from something that you easily could have beaten if only your abilities had worked.

Exploration also feels extremely limited and unrewarding. In contrast with other games of this style, Elliot Quest has you constantly running into walls instead of finding new areas to explore. Often you'll finally get past one barrier only to find another on the other side. Your eventual reward is then too little too late: mere coins or exp for finally getting through the area you've revisited three times.

Elliot Quest is not a bad game, but it suffers from numerous rough edges that take quite a lot away from the parts that are supposed to be fun.
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49 of 57 people (86%) found this review helpful
4 people found this review funny
24.5 hrs on record
Posted: November 11, 2014
Elliot Quest is an exploration based platformer that borrows heavily from the platforming classics of yesteryear such as Zelda II: The Adventure of Link, Kid Icarus, Metroid and Wonder Boy in Monster World. You play as Elliot, a young man with a troubled past, afflicted by a powerful curse. The story here is secondary and is conveyed through short, vague cutscenes and occassional flashes of internal dialogue. It has yet to draw me in and is so far nothing more than a simple backdrop for the game itself.

Mechanically the game is very impressive and satisfying. You start with the simple ability to shoot and jump. Jumping is floaty and allows for change in trajectory mid jump which enables tricky platforming sections and the ability to fight in mid air. The arrows Elliot fires travel along a set arc rather than directly ahead allowing you to kill grounded enemies from above and calculate your aim. Killing enemies in succession fills a 'chain' meter in the bottom left of the screen which seems to increase your overall damage, of course it could be doing anything which leads me neatly to my next point.

Elliot Quest in true old-school style presents incredibly little in the way of tutorial, granted there's not a lot you can do at the start, but simple keybinding would have been sufficient. This becomes a greater problem later down the line however as new items and upgrades don't even come with a line of text explaining what they do or to what extent. Additionally, the game contains no options whatsoever beyond adjusting audio levels. No remappable keys, no screen-size options, nothing. The game opens in a window by default which can be maximized but cannot enter fullscreen and while controller support exists it does not seem to allow control with the analogue sticks, these are, however, only minor criticisms.

The game employs an overworld map with sidescrolling levels and enemy encounters (think Gargoyle's Quest on the gameboy).The metroidvanian influence becomes clear during the first level as I was soon presented with inaccessible secrets and shortcuts I would have to come back to later with enhanced abilities. Those who care to explore will be rewarded with many 'secret walls' and rooms containing treasure, all optional and all hidden. There are a number of collectibles to find including rare treasures which are housed in Elliot's trophy room and 11 crystals - I have no idea what either might do, but I want them all.

The first dungeon boss bestowed upon me the power of the wind which can be used not only as a means of traversing new areas, but for combat aswell, allowing me to travel through enemies and stun them while still being able to fire arrows from within my mighty typhoon. Pretty much all spells and items thus far have had different uses in and out of combat making the upgrades you receive feel more meaningful as opposed to simply being a tool to beat the dungeon it was found in. The inspiration from the Zelda series is undeniable here from the dungeons, to the items ,even the aesthetic. And as expected, before long, I found ERROR sitting happily in one of the village houses.

Graphically, the game creates a pleasing, simplistic pixel world with vibrant colours and a charming style. Nothing fancy here, and I wouldn't ask for any more. The soundtrack by Michael Chait is well constructed with suitably archetypal tracks that scream 'dungeon, or 'town' or 'forest' (which if I didn't know any better was a straight rip from A Link to the Past's lost woods theme). Some of the compositions are very enjoyable to listen to and knowingly harken back to the 8-bit classics the game so heavily resembles.

Mild rpg features such as exp and skill trees grant a sense of purpose to the never ending slaughter in which you will partake. Enemies respawn every time you exit and re-enter an area and many cannot be comfortaby avoided. The fact that even when revisiting an area for the umpteenth time and having to kill the same enemioes over and over, im still benefitting myself reduces much of the drudgery of backtracking. Additionally the passive abilities granted by the multiple skill trees can assist somewhat in combat and help to vary gameplay styles a little potentially aiding replayability. By the time the second town is reached the gold gained from backtracking and grinding can be put to good use for more meaningful equipment upgrades, Elliot keeps getting stronger and the pace never slows.

Overall Elliot Quest is a fun, suitably challenging (the difficulty seemed to leap up after the first dungeon, compounded by the fact that health is scarce) adventure-platformer that should appeal greatly to sidescroller, Zelda and metroidvania fans. It's a little rough around the edges but the gameplay shines through. There's a meaty amount of content on offer here, rife with secrets, shortcuts and easter eggs. There are a few frustrations such as sometimes cheap insta-deaths (which can be a real pain late on in the game as dying results in loss of XP), and I got painfully lost on more than one occasion, but those looking for a challenge should feel right at home with Elliot Quest's old-school style of action platforming.

Developer Ansimuz has continued to patch and update the game. Fullscreen option can now be toggled from the ingame pause menu. Game fixes and enhanced pixel resolution have also been added.

+Nice overall difficulty
+Exploration is fun and rewarding
+Classic dungeon delving meets metroidvanian upgrade syatem
+Clean pixel graphics
+No hand-holding

-No hand-holding
-Backtracking can become a tedious memory game
-Some music tracks border on plagiarism (overall nice)
-Lack of polish

Score: 8.5/10
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20 of 22 people (91%) found this review helpful
4.5 hrs on record
Posted: January 18
Elliot Quest is a side scrolling 2D action adventure with a low fidelity art style that adds a lot to enhance an already great game. There's a good blend of action, puzzle solving, exploring and traversal. A lot of what the game does, others have done before it with a few exceptions such as a whirlwind attack that pulls in enemies and items that also lets you cross large gaps or cut through green vines.

You play as a boy named Elliot on his way to rescue Cara. Its a typical plot for a typical game. Every so often text will appear telling you about Cara or what she means to Elliot, but beyond that the story and plot are an afterthought.

The time was spent in making little traversal puzzles that feel engaging. Defeating a snail and using its shell to get to a higher place. Throwing the body of a stone spitting octopus into purple goo to travel across. Rolling a giant bomb off a cliff are just a few ways the game turns the typical into engaging.

Your primary weapon is a bow with short range arrows. Gravity affects your arrows and it turns the game into one of skill and finesse. There's a nuance to timing, gravity and enemy location that more games should have. Shooting off a cliff to have gravity take your arrow down onto an enemy is satisfying. At some point you can unlock a charge shot that launches the arrow straight forward with no drop off. This charge shot results in a critical hit every time rather than a small fraction of the time.

Along the way you get a number of different items, skills and abilities. You gain a shield that you can use to block projectiles if you are standing still, a double jump feather, a shovel for digging, a lantern so you can see in caves and light other lanterns, a limited supply of bombs and much more. The only catch to the bombs is that they have to be purchased or found in a specific spot. So if you run out, you'll be headed back into a dungeon to replenish your supply. Defeated enemies will drop hearts or magic pellets to restore health and mana.

While the game is a 2D side scroller for the most part, there is an overworld map with several locations some are hidden and you need to touch them before a bubble comes up indicating you can enter. There are a few towns, labyrinths and out of the way places to explore. In the labyrinths these are so big that you'll get a map indicating which room you're in. Its nice to have, because there's a lot you can miss and a lot that you'll need to come back for once you've got specific abilities. You'll have to scour a lot of places several times over.

There are a couple of enemies on the overworld that you can run into. These enemies send you to one of a few random side scrolling battle zones. These zones are well thought out and can be little mazes by themselves. One has an old key for a house door, another has a bag. It adds exploration and intrigue to what could have been mundane.

There are often labyrinths on your way to labyrinths; the second of which is the one with the boss fight. The boss labyrinths have keys and giant keys needed to unlock boss doors. Guardians can be found in select locations across both types of labyrinths.

While you're scouring dungeons, you can come across heart containers that increase the maximum amount of your health and green elixirs to increase your maximum mana. Its a mechanic used it plenty of other adventure games, even action games and it helps give a sense that you're getting better. There are plenty of other things taken from its inspiration, but there's always a twist to them in order to make them feel fresh. Stone shooting octopi are only vulnerable when they're shooting at you. Slime will split into other slime.

Make sure to push up against every wall, because there are frequent hidden areas that become visible only when you've found them. These are nothing mandatory, but they do contain plenty of chests with gold inside and collectible crystals. The gold itself feels near useless. There are only a couple of things worth purchasing in the entire game. Other than necessities, there are a few consumable items like red potions for health, green potions for mana and a feather to return you to the last save point. You can only carry two consumables at a time and often, I'd just forget that I have them.

As you defeat enemies, you'll earn experience and once you get enough of it, you will level up and earn a skill point. With these points you can assign them to one of five stats: strength, wisdom, agility, vitality and accuracy for an improved chance of critical hits. Each stat can have a level of five with each level unlocking new or improved abilities. Strength is to shoot arrows farther, but at the third level, you can unlock a charge shot. Wisdom says magic orbs might give double the mana, and at the second level, your mana regenerates, level four spells do more damage and at five spells cost half. Agility improves your shooting rate, level four lets you run faster and level five lets you evade projectiles. Vitality says hearts may give double health, the second level takes half damage 15% of the time, at the fourth health regenerates and the fifth lets you take half damage 30% of the time.

With all the great stuff that's here, the only real issue I have with the game is that it can be cryptic. The townsfolk are no help. Some things are self explanatory, but others such as catching a draft as a whirlwind to launch yourself up took me a few hours to understand that's what I needed to do. I was stuck looking and searching through every secret room looking for a double jump.

There's often too much locked away from you at once. Since the game is open world, you can enter fifteen different areas, but only get so far in them before you need to head back. If you're stumped, taking a look back through each labyrinth for something you've missed just takes too long. Is that a bad problem to have though? At least the leveling up and experience mechanic meant that every time I explored the same area, I was still being rewarded.

The only other downside that I can think of is there are no achievements or Steam overlay. Instead there's great music and a charming art style. I'll take the latter over the former.

Elliot Quest is a wonderful game that scratches every itch for intelligent gameplay. Its well worth the price of admission, even if its been done in other games, Elliot Quest does it on par with its forefathers and surpasses them.
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16 of 20 people (80%) found this review helpful
20.7 hrs on record
Posted: January 16, 2015
Imagine playing Zelda 2, but instead of Link you play as Kid Icarus, and collect Metroid style power-ups. Thats is Elliot Quest in a nut shell. This game far surpassed my expectations in terms of how big it is, and how well designed it was as a Metroidvania. Tons of secrets, optional bosses, and upgrades to find. The game also has a leveling system that allows you to allocate points into various stats that yield various passive bonuses, although the max level isn't high enough to let you get everything, so decisions need to be made carefully. Clearing the game and all of its final bosses took me about 20 hours, which is really good for a metroidvania, so good value for your money here.

As far as negatives go, the in-game options are pretty weak. There is no way to remap your controls, and the default ones are a little weird using SPACE to jump and D to shoot. It's not enough to ruin the game or anything, but why wouldn't pick 2 buttons next to each other. Also there is no explanation for many of the items you find telling you what they are and what they do. Not a super big deal as many of them are obvious, but some of them have pretty obscure uses that may not be obvious at first, like using ice to freeze wooden boxes? Would have liked to see steam achievements as well.

All of the positives far outweigh the negatives though. The game is everything you could want in a metroidvania, and I would definitely recommend it to anyone who likes these types of game or any Zelda 2 fan.
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20 of 28 people (71%) found this review helpful
Not Recommended
23.1 hrs on record
Posted: December 3, 2014
A wonderful old school inspired game that's hamstrung by its obvious design inspirations

- Graphically beautiful game
- Music is great, there are hints of another game's music in the composition
- Runs smoothly

My biggest problem with this game is that there is literally no aid whatsoever as to what anything you find does. You get an item, what does it do, who knows. You get key item with a message "you got key item X better store this at home", what is this item and where is home who knows. There is no description\flavour text for any item or spell. Hell the game doesn't even tell you what the controls are. Is this fun, not for me it isn't and I'm from the NES era where I grew up playing a ton of jrpgs.

My second issue is with the experience loss upon death, why is this here anyway. I really wish this MMO mechanic was not implemented as it makes makes levelling up a chore and a grind when you die as you lose huge chunks of XP.

Another issue I have is the 'pay off' for finding chests. I really dislike that money is all you get from chests, normal chests give you small amount of money, blue chests require a blue key and gives you more money. To me this was extremely unfulfilling as there's nothing really to buy besides a few upgrades and potions.

- Did I enjoy my time yes and no. It was fun when it worked like a game, moving from dungeon to dungeon, discovering secrets and beating bosses and not when you're lost and frustrated as to where to proceed next. So who do I recommend this game to, those of you who are into old school games alone but in general I don't see my recommending to anyone else.
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8 of 9 people (89%) found this review helpful
1 person found this review funny
28.3 hrs on record
Posted: February 20
Elliot Quest is essentially the second Zelda game, on the NES.
It feels old, and it's intended. While it does have some more modern features (the checkpoints, for instance), it doesn't really try to do much beyond being a Zelda tribute, and a really hard one at that!

I'll admit that I didn't finish the game, entirely. I beat the main story, but I gave up on the last "end-game" Boss, out of frustration. The pay-off wasn't very alluring either.
The problem isn't the Boss itself, but all of the little problems around the game that make big fights a problem.

I won't go into details about most of it, so don't consider a review. These are just some of my thoughts about the game, and one aspect that might make the game worth it, for you.

If you're looking for that old-school, very hard experience, go for it! Including some of the very cryptic puzzles, and being lost and disorientated for hours.

The game is somewhat like a metroidvania. You have an overworld separated into areas. Each area, then, is separated into other areas, these being gated by several of the items you will acquire on the adventure. It gets very confusing, because you'll see many "gates" throughout the areas, and when you get the item, you have no idea where the gate was. There are also many gates for little upgrades, to make matters even more confusing.
Nothing too unusual for NES-like games.

Anyway, my problem was mostly the checkpoint system: it doesn't restore your HP fully. Nor your mana. Only half of it. So, if you die in a boss, you'll be handicapped. The only way of getting HP/Mana then is either to kill enemies, or go into a town to buy potions/rest. You can imagine how incredibly frustrating this is. It's a waste of several minutes each time you die, if you want a decent shot at the later bosses!

Not to mention you can only carry 2 potions at any time, and these are not replenishable at checkpoints. So yes, it's a far too punishing checkpoint system for me to bother with that one Boss fight. I endured through all the others, but after 5 bosses, the 6th one was too much. Death from a thousand cuts, I guess.

So, rant is over. So far, you have my reasons for not enjoying it (well, the ultimate reasons, although there were several little reasons throughout -- old design. I don't like it, but I expected it from this game, so no hard feelings!)
The thing that surprised me -- and the reason for me being writting about the game, right now -- was the end-game. Things you can do after you beat the story. Technically, you should do it before, but it's much harder than the final boss, so you might as well...

Anyway, you can collect these little crystals that are very well hidden. Either hidden, or behind a very cryptic puzzle, and mostly isolated (as in, the game doesn't prepare you for those types of puzzles). It's cool. It's supposed to be hard, and the ultimate challenge.

What I loved about it, was how "grand" it felt, in a way. I was simply exploring, after collecting some crystals, and saw a door that required crystals to enter (there are many). I entered a completely different area, and discovered even higher upgrades than the ones you encounter through the normal story. Then Bosses! I was pumped.

It reminds me of the Legendary aspect of Pokemon, where you go into these secluded areas and find ancient monsters to either capture or simply beat.
Plus hidden stores, etc.
I wasn't expecting that at all and it seems like something games don't really do much, anymore. PC games, anyway. The whole end-game seems rather lost. The story guides you through all of the upgrades, and after you beat a game, there's isn't anything "bigger" beyond it.

So yeah, sorry for ruining the surprise! Regardless, if this seems something you enjoy, get the game -- but know what you're getting into.
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8 of 10 people (80%) found this review helpful
1 person found this review funny
Not Recommended
8.2 hrs on record
Posted: January 24, 2015
I want to like this game, but I can't. It has nothing to do with the presentation or story, but with how horribly broken it is. Maybe this only affects the linux version, but the controls consist of spacebar, directional keys and D, with no way at all to change it. This is simply not a control scheme that works. Controller support is also almost entirely lacking, with only a handful of keys mapped to my logitech pad, not including movement, and again, no configuration at all. There isn't even a way to display it fullscreen. Sorry, but this gets a thumbs down from me until it gets fixed.
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10 of 14 people (71%) found this review helpful
35.0 hrs on record
Posted: January 14, 2015
Elliot Quest is a great neoretro game. It's got beautiful big-pixeled graphics with a soothing earth tone palette. The music is very nice. The gameplay follows the framework of its primary inspiration, the unfairly snubbed Zelda II: The Adventure of Link, while outdoing it in nearly every way: better challenge balance, ten times the enemy diversity, a more sensible level-up system, the list could go on. The most impressive thing is that though Elliot Quest is astoundingly organic (no copy-paste), the game is very long, with tons of hidden content to uncover (extra bosses, secret items, etc.)

So taken was I with Elliot Quest that I was on the verge of calling it the next Cave Story -- that is, until I reached the tired, brief, depressing ending. It made me very sad, because it undercut the rest of the game so much! And I even got the "good" ending (apparently, it gets worse)! As fun as the ride was, I will probably never play this again because of the hateful and hackneyed finale. Childish? Perhaps, but I believe that an epic fantasy quest calls for an appropriately epic conclusion, and anything less is unacceptable (a SHMUP or an arcade brawler shouldn't have to worry much about this, obviously, though it should still not end in a needlessly depressing manner).

Dumb ending aside, you should get this lovingly handcrafted game when it is on sale; it fills the Adventure of Link niche like no other modern game I've played and we need more like it.
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Recently Posted
Carly 2000
10.6 hrs
Posted: October 16
Beautiful, Challenging, but Ultimately Frustrating

This game is so close to being a classic. It's clearly influenced by the likes of Zelda 2, Super Metroid, Kid Icarus, Castlevania and Demon's Crest. It's got a great visual aesthetic, music, and game feel. The world, villagers, and monsters all feel great. The bosses are challenging, and have respawn points beside them if you mess up and need to retry.

However, there's a lot of frustration in this game. First, there's no instructions to tell you what the controls of the game are. There's only movement, shoot, jump, and secondary item (arrows, D, spacebar, S) so you'll figure them out pretty quickly, but that's still not great. Could have just been a quick screen accessible from the main menu, even if they weren't remap-able. There's also a lot of unexplained things in the game. Your new abilities are always unexplained. I can sympathize with not wanting to hand-hold, and have condescending tutorials like most modern games have, but you can't just chop them out of the game. The powers could have had a short little cutscene, ala Megaman X, that show your guy using the new power. You'll probably figure it out in a minute or two, but it's still annoying. A really bad one, is that there's an unexplained level-cap in the game. So you'll be playing along, thinking that eventually you'll be able to fill out all the little level-up skills, that are all shown from the beginning of the game in your inventory screen. Instead, you'll eventually hit the cap, and find out that you spent your level-ups wrong, because you didn't know you'd run out.

The real killer, however, is the sheer volume of time-wasting you'll do in the game. There's no quick-travel in the game, and almost no short-cuts, so you'll spend a lot of your time back-tracking through levels you've already traversed numerous times. I know the games I listed as references have backtracking, but in this game it's a lot worse. It's aggravated by not knowing where to go, your character's painfully slow movement speed on ladders, and slow walking speed. Finally, there's the time wasted by the economy in the game. There's some plot-essential things you need to buy, which need hundreds of coins. However, you'll only be scraping a few dozen coins per hour of real-time, from the enemies and crates in the game. There's some one-time bonus coin-chests in the game, but those really just feel like a reminder of the stupid grinding you're doing for gold, rather than something to be excited about. Plus, they're usually locked behind some metroidvania-style doors and item-requirements, so they also serve the purpose of confusing and annoying you, because you thought there was going to be some useful item behind that locked door, or a new area to explore. Instead, it's just a handful of coins.

If I were to wave a magic wand, I'd get rid of the coins in the game. Just have the villagers who sell you things, instead make you use your metroidvania abilities in a small little mini-dungeon, or room in their house. I'd also make your level-ups tied to main-plot progress, and maybe a couple hidden optional items, instead of killing monsters for exp. Actually, the chests that used to contain coins would now contain level-up items (and maybe some ability-items), since I've gotten rid of the coins. Finally, I'd make your character move faster on ladders, and throw in a fast-travel system, like Super Mario World, or Shovel Knight. (Actually, Shovel Knight is a good comparison, because I have 8 hours in that game and 100% of the secrets. After nearly 8 hours of Elliot quest, I'm about 1/3 done the game.)

Unfortunately, I don't have a magic wand, so I just have to recommend not playing this game. :C
Helpful? Yes No Funny
34.1 hrs
Posted: October 13
If you're searching for a game like Zelda 2, you have found it!
Surely you will enjoy this game...but, there are some problems!
The max level of experience you can reach is 20.
For each lvl you gain a point you can spend to upgrade a stats.
There are 5 stats (stregnt/agility/magic/vitality/critic) and a max of 5 point to distribute each.
So.... you can't max all the stats, you can only gain 20 points through all the game!
If you want to play and enjoy the game, finding all the secrets (items/places/boss)
I recommend you to MAX the MAGIC stats because it's essential! (you can't reassign the exp points).
Nice pixel art.
Nice music.
Obviously it's an hard and challenging game.
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28.4 hrs
Posted: September 11
If you liked kid icarus, or any metroidvania titles, or zelda II, you should play this - it's absolutely amazing. Polished, fun, and VERY good pacing.

This game will obviously take from games from the past - but not in a cheap nostalgia sense - in a sense that it takes the best parts of a good dessert to make an absolutely perfect finished products. The sum of it's parts is much greater than some of the obvious inspiration.

One of the most helpful reviews almost discouraged my purchase, and I'd like to address some of those points from the perspective of an absolutely ravenous consumer of metroidvania and platformer games.

Experience loss on death does suck, a little bit. It sucks more, at first, but you'll NEVER have to grind. I spent 20 minutes grinding out levels early on, frustrated with a boss - nearly 3/4 of the way through the game, I was max level. You'll never, ever NEED to grind, and will hit max level through normal play. You also retain experience when you die and go back to a check point, so rather than as punishing as zelda II or many other games with death=reload, it's actually pretty nice unless you're trying to zerg your way through something. On death, you seem to lose about 10% of your XP towards the next level.

I never at any point found a pit that didn't have some sort of visual hint that dropping down it offered rewards.
In the same way, many of the other hidden areas are clearly marked - the walls are cracked, or the shadow stops at the entrance to the secret area, etc. Classic metroid tropes label almost all secrets, and you won't be forced to ever run into walls - your arrows won't stick to anything you can interact with or pass through, so if your arrow dissapears, investigate. This is only necessary if you don't have a very keen eye - I had no issue 100%ing this game over the course of... oh god, 28 hours in 3 days. You will be locked out of some areas, a lot in the beginning, but at no point did it ♥♥♥♥ me off, just made me wonder what would get me around that, I never felt stuck or frustrated that I couldn't advance through something.

As for random activation abilities - some of them, like occasionally double health/magic collection, average out to be very helpful. Others, like half damage 30% of the time, I skipped entirely, as the earlier perk required to get health regen was far, far too unreliable. You won't be able to take all the perks - skip the ones that don't sound helpful.

Some reviews were critical of items without descriptions - all items in the game are pretty obvious. Again, in following the metroid trope, every main item you get or usable item you get traps you in a room forcing you to use it to get out. Some of the very non-obvious ones, dash, and one other, had a tome describing how to use it near it.

The only item that's really a mystery is the blue book, which is optional, and extremely hidden. Some folks think it makes you magic regen faster.

The boss battles throughout the game were tough, especially the optional ones, but rarely frustrating - classicly difficult bosses that are well patterned, or well telegraphed makes it much, much less frustrating to deal with - pay attention to what you're looking at, the boss will tell you what it's going to do. The only really frustrating thing for me was that many of the optional bosses are very, very far from potion shops, and don't include a full heal save point, which just seemed mean - it's worth noting, try the boss several times before you take any of your potions, for your own sake and time.

A lot of this review has been spent contrasting against other reviews - I have trouble seeing how anyone who's a great fan of the metroidvania genre could toss this aside - this game was absolutely, completely amazing end to end. I had so much fun figuring out every little puzzle, never feeling as challenged as La Mulana or Environmental Station Alpha left me to google up answers - and the puzzles constantly evolved from block puzzles to shadow puppet puzzles to an area of the game that was clearly just frogger. The way puzzles evolved throughout this game was a huge testament to what made all the zelda games so popular, and so absolutely perfectly executed.

my only real criticism is that it started a little slow - it's hard to figure out exactly what you're doing. Just push forward, it'll come to you. (go right, not left, at the start) You have two hours before you have to decide to return it, so I'd heavily advise, unlike some negative reviews, you give it 90 minutes of good, hard playing and see how you feel.

This game is a masterpiece, and again, if you like metroidvania games, you owe it to yourself to give this a fair shake - it's a brilliant game and long enough to feel absolutely worth the 9.99.

Some final thoughts/spoilers/helpful tips -
There are 3 endings, depending on your character karma. You can look it up if you want to aim for something, but usually it's pretty obvious what is good and not good. Don't rob people if you want to be good, you will overflow with money by the end of the game anyhow.
The only not so obvious thing - A goddess will at some point ask you to turn back. turning back is good, and the only way to get a specific item. If you don't, this item is permanently lost. I wish the game had detailed this.
At one point you will be in a cave and it will be all dark and shadowy, the whole foreground will be black. Don't light the torch in this cave or you cannot complete this little side area. These are the only really rough missable things that come up on the whole adventure, and neither is required to finish, but both are required for 100% item collection.
Game keys are NOT remappable, but although I'm familiar with xpadder and have used it many times to compensate for bad keying, I loved the key layout in this game and didn't need to.
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0.7 hrs
Posted: August 23
really wanted to like this game, but man is it poorly designed. I get that they wanted to do the overworld thing and tease future abilities by blocking progress, but they do it ALL THE DAMN TIME. Literally every stop on the map when you start the game with the exception of the village is a progress blocker, so you go in- turn around and leave. With no explanation.

There might be a really solid game behind the first 30 minutes- but I don't even care enough to find out anymore.
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55.5 hrs
Posted: July 9
This game is really fun. It's graphics and music fit the gameplay exactly. It is similar to NES games, so you just load up the game and start playing. It isn't going to waste your time with tutorials or explainations of what most stuff does. The game is pretty large with many optional areas and it is somewhat challenging, but not so hard that any normal person wouldn't be able to complete the game in a reasonable number of times.
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2.0 hrs
Posted: June 11
Even as a fan of indie games, I couldn't manage to love this one. Probably because the arrow trajectory is very off.
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38.7 hrs
Posted: June 8
Must-Play! Classic NES adventure style a la Zelda. Surpassed all expectations in terms of length, exploring, variety, music and fun boss fights! Bravo
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26.9 hrs
Posted: June 2
Product received for free
It's a metroidvania, it's a good game but a lil' bit frustrating because:

1. Lack of information on the dugeon maps ui, I mean why not display on those maps info from rooms you already visited like: keys, doors, crystal gates...

2. You're forced to walk way too much even if you don't get lost (which will happen) this is one of those games you wish for a teleport ability that you can use to quickly move to locations already visited, even if you only get it later in the game it would make the game 100x more enjoyable.

3. Bombs, they don't drop from monsters/ objects if you run out of bombs inside dungeons it's a pain in the ♥♥♥ because you have to go back to the town, walk to the shop, buy more bombs, walk back to the dungeon and then you have to remember where the * is the room that had that breakable block/wall.

This isn't an option but consider my recommendation as Neutral.
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