Aaru's Awakening is a hand drawn 2D action platformer set in the mythical world of Lumenox. Travel through the mysterious world while the story of the four gods unravels.
User reviews:
Mostly Positive (90 reviews) - 71% of the 90 user reviews for this game are positive.
Release Date: Feb 23, 2015

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“Aaru’s Awakening is a phenomenal piece of art, and a solidly built game to boot”
5/5 – Twinfinite

“While it won’t ever hold your hand, Aaru’s Awakening will impress you with its simple mechanics, gorgeous art, and challenging (but fair) gameplay.”
95/100 – VentureBeat

“The journey of Aaru’s Awakening is an enchanting one. It is filled with challenging platforming and a beautiful and timeless story that is haunted by danger.”
Indie Game Magazine

About This Game

Aaru's Awakening is a hand-drawn, fast-paced 2D action platformer. The game puts players in charge of Aaru, a mythical creature with two unique abilities teleportation and charging. He uses these abilities as he travels through the dangerous world of Lumenox to defeat an evil entity. These two abilities are at the heart of every level design throughout the game, to make for a challenging and fluid experience. The levels require players to make split second decisions whilst completing fast-paced puzzles.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 8, Windows 7, Windows XP
    • Processor: Intel Core Duo 1.8ghz +
    • Memory: 1 GB RAM
    • Graphics: Integrated chipset or video card
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Additional Notes: Less RAM required if chipset or graphics card has RAM
    • OS: OS X 10.6 or better
    • Processor: Intel Core Duo 1.8ghz +
    • Memory: 1 GB RAM
    • Graphics: Integrated chipset or video card
    • Storage: 2 GB available space
    • OS: Ubuntu 10.10+
    • Processor: Intel Core Duo 1.8ghz +
    • Memory: 1 GB RAM
    • Graphics: Integrated chipset or video card
    • Storage: 2 GB available space
Customer reviews
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Mostly Positive (90 reviews)
Recently Posted
( 2.5 hrs on record )
Posted: June 26
Haven't finished the game yet but it's amazing. Very appealing to the eye and the gameplay puts in a lot of fun!
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( 0.3 hrs on record )
Posted: April 26
Original beautiful game!!!
Pretty difficult, but completly original!!! and it works fine (until now)!!!

Great Game!!
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( 0.2 hrs on record )
Posted: April 24
So F*CKING HARD...Love it.

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Massuia Ayreon
( 2.3 hrs on record )
Posted: April 14
I liked the fast pacing puzzle action. Its a little hard on the last bosses, but there are checkpoints.
The narrator have an amazing voice.

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( 3.4 hrs on record )
Posted: March 18
This gameplay is as challenging as base jump without a parachute.
Is it possible to survive? Yeah sure but most of the time you're screwed.

15 € for 3 painful hours. Meh
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( 0.6 hrs on record )
Posted: March 15
Gahd, these controls are awful. It's a shame too because I do appreciate the art work. Except the main character, he sucks. All in all, not my cup of turd.
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( 2.6 hrs on record )
Posted: March 10
Existentialism posits, in terms that could only be described as one of my most extreme summarizations, that in order to live authentically one must create purpose within themselves rather than by relying on outside sources or the idea of predeterminism. This isn’t to say that authenticity can only be derived through a complete rejection of social norms, but rather that one must live in accordance with their own identity rather than the expectations and perceived requirements of others. Though to apply abstract philosophical concepts to a game as if it is itself an autonomous entity is in many ways ridiculous, I feel that existentialism and its definition of authenticity provides an ideal jumping off point at which to understand Aaru’s Awakening and why it fails on so many levels at what it attempts to be.

In many ways Aaru’s Awakening does itself seem to toy with many of the tenants of existentialism, at least within the confines of its narrative which places the naïve Aaru within the midst of an ongoing celestial war between the deities Dawn, Day, Dusk, and Night. In often exaggeratedly blunt terms, Aaru’s Awakening seems to wish to question the notion that any of us are created for a predestined purpose, or if we are not instead nothing more or less than what we make ourselves out to be. It is difficult to really draw much away from the themes posed by Aaru’s Awakening though due to just how on-the-nose and traditional they ultimately are, tending to head in the right direction but not really wishing to delve into the questions it poses. Instead Aaru’s Awakening seems to employ quandaries on the meaning of life, the dangers of blind devotion (which could potentially be construed to be a condemnation of organized religion), and the true extents of personal freedom purely for the sake of attempting to inflate its sense of scale. Aaru’s Awakening would like you to believe its narrative is larger than life, but its attempts at creating this depth are so transparent and underdeveloped that they actively make the game seem smaller by failing to encompass the scope the game keeps reminding you of.

But really it is in Aaru’s Awakening’s systems and how they seem so entirely turned against one another that leads to the feeling that the game itself is experiencing an entirely unintended existential crisis. Most telling is in the way Aaru’s Awakening abuses difficulty in its attempts to create an identity founded upon its own challenging nature, as if merely by establishing itself as excruciatingly demanding it might slip unquestioned into the cannon of games as beloved as Super Meat Boy and Electronic Super Joy. But while there is nothing inherently wrong with challenge, there is nothing in Aaru’s Awakening’s design that manages to establish its difficulty as purposeful and considered rather than entirely arbitrary.

There is a lot in how Aaru’s Awakening plays which serves to facilitate challenge, but little that compliments it. The controls are too loose and by design are poorly served to the sort of split-second improvisation required by such arduous level designs. Your primary means of navigating these levels is an ability which allows you to throw out a ball of light and then instantly navigate to it, requiring you to have already planned out your moves before you need to make them so as to account for the time needed for the ball to travel forward. This, in practice, is a special sort of agony. Because of the speed at which you travel through levels, how relentlessly it seeks to kill you, and the inherent randomness of a thrown ball, I often found myself dying dozens and dozens of times solely because of a minor miscalculation in when or where I threw the ball, which tended to feel neither fair nor avoidable.

I am not bothered so much that Aaru’s Awakening is hard, but that it feels so completely pointless and unsatisfying to actually overcome its challenge. The difficulty is steep, but checkpoints are so prevalent that levels tend to feel designed and segmented purely for the sake of causing you to beat your head against a particular obstacle until you finally have one perfect run and then begin the process over again. There was no moment playing Aaru’s Awakening that success felt like anything more but brute force and blind luck. It’s a game which seems to wish to be one thing – a face paced, hyper difficult, speedrun focused platformer – but is at once entirely ill equipped to actually fit that role. In many ways it seems as if Aaru’s Awakening’s challenging surface elements were added after the fact, as if in the absence of frustration the game lacked a reason to be played.

And perhaps this might have been true, but with how beautiful Aaru’s Awakening is, being so very colorful and fluid and wondrously bizarre in its art direction (be sure to see it in motion, as screenshots do a very bad job as showcase), I feel that the game could have been far more cohesive and meaningful if it had attempted to find a direction to take its gameplay that played to the strengths of its presentation rather than serving to push you through it as quickly as possible. Had Aaru’s Awakening veered toward a more intentional and methodical experience, perhaps utilizing its teleport ability for puzzle solving or to allow you to traverse through levels at a more relaxed pace so as to appreciate how incredible they are to behold, it very likely might have arrived at a place more true to itself and by extension a more distinct and enjoyable game.

Aaru’s Awakening feels like the regrettable result of a game attempting to ape its peers in the absence of its own identity. It is such a phenomenal artistic undertaking that it is intensely frustrating that it seems to aspire to be little more than a mushy pile of antagonistic mechanics and philosophical shower thoughts. Its identity is in constant limbo and never manages to arrive at a place which feels entirely its own rather than a poor approximation of ideas lifted from more successful games, like a man wearing another’s suit to pass himself off as more than he actually is, no matter how poor the fit and misguided the attempt.

You can read more of my writing on Kritiqal.
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Obey the Fist!
( 0.1 hrs on record )
Posted: March 4

This is another 2D artsy platformer. The graphics are woeful - they look like they were scribbled with an art majors biro in his spare time after he was kicked out of university for not being very good at art. It's the kind of thing the guys who aren't good enough to do the stage art for Metallica cover bands get to do. 2 Bic pens out of 100 for raiding the stationary cupboard.

Technically - well the game runs smoothly in 4K because it's backed by the Unity engine, a logo I'm beginning to dread seeing every time I launch a new game because more often than not, it's a doomsayer for impending indy mediocrity. Indyocrity? Technical proficiency is not enough. Microsoft Word runs really well, on my PC too, for example. Actually MS Word IS a better game than this.

Gameplay - It's a 2D platformer in 2016. It has some pointless and uninteresting extra mechanics (your character is based on what I imagine the developers are, a primitive ape-person badly drawn in ballpoint pen). Apparently if you've released one of the 1,000,000 2D indy platformers from 2015 it's mandatory to differentiate your gameplay from every other 2D platformer. Here's a hint if you want differentiated gameplay: Don't release another 2D platformer! We're full, go away!

Just don't bother with this, it won't enrich your life, if you've ever played a 2D platformer before, you've already played better and more groundbreaking games than this. If you think the artwork will change your mind, go to an art gallery or go look at the graffiti at the train station (which is probably also better).
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( 3.1 hrs on record )
Posted: March 2
The end levels get so frustratingly hard I wanted to flip my desk... Otherwise, the smooth animations and excelent color palete keep the game looking fresh throughout while the smooth(-ish) physics keep the game feeling slick. However there were a couple of bugs when trying to dash at certain areas. Walls would sometimes grab you and other times let you slide. I found no other bugs and overall they weren't very gamebreaking, more of a minor inconvienience at 3 or 4 locations. The story is predictable and basic but the narration makes it very enjoyable to listen to.

I recomend this game to all animation and platformer fans
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( 2.6 hrs on record )
Posted: February 19
This game is challenging without being rage inducing.

The Good:
+Art Style- It's a good looking game. The backgrounds, I think, are hand draw. Actually, I think everything in the game is hand drawn. It makes for a really appealing aesthetic.
+The Music- It's not amazing, but its light, upbeat and provides good ambiance. I honestly stopped noticing it after awhile.
+Good Challenge Level- The maps themselves are really short, but trying to complete them without dying 90 times makes them feel a lot longer. It's a hard game, but its not that hard.
+Replayability- Not only does it have a hardcore mode, but in order to get certain achievements you have to get Gold on some maps and that just adds hours to the game.
+Simple, Intuitive Controls- Launch the game, and play. Really straight forward.

The Bad:
-Meh plot- Not the best written, but it doesn't take away from the gameplay, the art, the music or anything else.
-Short- If you play through to beat the game, its really, really short.

I really liked this game. I first played it when it was launched in the PS4 and was just SO ♥♥♥♥♥♥ off at the crazy amount of dying I was doing. When it came out on PC, I snagged it right away. I really like the art and how challenging the maps are. It looks great, plays great and for how much it costs I feel that I got more than my money's worth. I'll definitely give this game another go to try to do a full achievement run :)
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Most Helpful Reviews  Overall
28 of 32 people (88%) found this review helpful
61.6 hrs on record
Posted: October 18, 2015
Aaru's Awakening is an unrelenting challenge of a game, which places players in the world of Lumenox, a mystical land in a precarious state of balance between four deities who rule it, Dawn, Day, Dusk, and Night. Now that balance is being disrupted, as Dawn sends a faithful warrior, Aaru, to travel the domains of the other gods on a quest to remake the world.

Players control Aaru, tasked by his master to destroy the temples devoted to the world's other deities. His tale, told through a storybook narration, is one about the trappings of faith, subservience, and the necessity of questioning authority. The plot is unremarkable and straightforward, serving up enough to establish the world of Lumenox and the character of Aaru, but little else.

The game presents a 2D platforming style of play with an emphasis on challenging level design. Aaru can run left or right, jump, and employ an air-dash in any direction, but what makes him truly special is his teleportation ability. This is performed by firing a ball of light into the environment, acting as a targeting beacon Aaru can instantly move to. Like the air-dash, this teleportation ball can be fired at any angle and can also be charged up to increase its velocity. The ball is also a physical object that will bounce off surfaces and be destroyed by nearly anything which would also injure or kill Aaru.

These properties of the teleport ball open up vast possibilities that the game's environments take full advantage of. To be successful, players will have to learn to use the ball in a variety of ways, such as firing it through tiny corridors Aaru is too large to pass, using it to keep aloft over lengthy stretches of deadly spikes, even applying it as a weapon by teleporting into enemies. By the mid-point of the game, maneuvers which require precise application of all three of Aaru's abilities become commonplace with little room for error.

Controlling Aaru works well enough with a gamepad, but the better choice for most players will probably be to use keyboard and mouse. From an accuracy standpoint, aiming air-dashes and the teleport ball seems a touch easier with a mouse than an analog stick. The default controller scheme also binds the jump command to up on the left stick which makes it easy to accidentally jump at the wrong time, but the necessity of the right stick to aim effectively prohibits use of face buttons, so there aren't a lot of options to work with.

Players will want that level of precision in the controls, too, as Aaru is not a hardy warrior. Most of the world's surfaces are covered in spikes, thorns, or water, all of which will kill instantly. Hell, just about everything kills instantly, with the exception of some enemy projectiles and pockets of gas or flowing water that can be survived if further contact can be avoided during a brief healing period. Odds are, if it looks like it might kill you, it probably will, sending Aaru back to the last checkpoint reached in the stage. It's likely players will die in excess of fifty times on their first attempt to navigate later levels. Thankfully, the game is generally liberal with checkpoints, though there are a few sequences which seem almost unreasonable in length, chaining together one difficult maneuver after another without any break.

If this proves to be too simple for players, an additional challenge can be found in attempting to clear stages within target times, rewarded with medals. This is totally optional and excruciatingly difficult to accomplish in most stages. There is satisfaction to be had from earning these medals, but some elements in many levels appear in a random fashion, which undermines the goal of achieving that flawless, fast run through repetition.

Aaru's Awakening features nineteen standard stages and five boss encounters, which take the form of more environmental puzzles but with a non-linear twist. Each features glowing targets in a variety of colors which need to be teleported to. Clearing all the targets of a set will grant access to an adjoining room with a challenging sequence to complete, but each destroyed target also impacts the main room where the boss resides by provoking a special attack or adding more obstacles. The targets can be approached in any order, which gives some control over how difficult the main room becomes, but all will eventually have to be hit to clear the stage and defeat the boss.

This approach to boss design is excellent in the context of the game's minimal combat mechanics. Much like standard stages, checkpoints are established often (with the clearing of every secondary room), cutting down on the frustration of having to retread old ground. Unfortunately, the targets have no distinguishing characteristics beyond their color. This can make it difficult to differentiate between them, which in turn makes it harder to establish an effective approach.

It's especially a bummer when considering how much attention has been paid to other facets of the visuals in Aaru's Awakening. The world of Lumenox is conveyed through a pencil drawing style which gives it a detailed, somewhat grungy look. Animations are smooth, particularly in the case of Aaru, as plenty of frames have been dedicated to animating him to reflect the changing angle of the targeting arrow.

Sound design hits and misses in equal measure. Ambient music tracks which play during stages set an appropriate mood and do a lot to enhance the experience, but sound effects are often a bit grating and there are instances where respawning after a death produces a sharp noise which borders on painful, especially when you're likely to hear it fifty times or more over a few minutes.

A fine game which presents a grueling challenge, Aaru's Awakening is perfect for the player who thinks 2D platform games today just aren't difficult enough.
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18 of 20 people (90%) found this review helpful
1 person found this review funny
3.7 hrs on record
Posted: July 7, 2015
3.7 hours it shows on my record as I write this. That's how long it took me to go from the beginning of the game to the end on my first playthrough. And I must say I really enjoyed my time on this one. With one caveat:

The final boss is like hitting a brick wall. Of my 3.7 hours, over an hour of that was JUST on the final boss. I knew precisely what needed to be done, but it required such pinpoint accuracy, and makes you needlessly repeat very finicky parts whenever you die. I would have had a better experience had the boss been better at maintaining my momentum, and if I'd been able to defeat it quicker. That is not a bad thing. As it is, I left the game feeling really quite agitated, rather than delighted at the other 95% of the game, which was GORGEOUS.

The controls appear at first to be very intricate, but they play out very well with an XBos controller - it's very natural.

Music and sounds are wonderful, atmospheric and totally add to the game experience.

Graphics - as mentioned - are stunning. I particularly adored the hand-drawn smoke effects in the latter stages of the game.

Story - really works well, it's simple, and effective. It doesn't ry to crowbar in tons of exposition, though the narrator's voice is grating at times, as she slurs and mispronounces words, which felt a touch sloppy. Her intonation was perfect other than that, however.

I'd highly recommend this game to anyone who's a fan of platformers, or puzzle games generally. Even though it has its quirks, I still have an overwhelming feeling of satisfaction having played this game.

And - as always - I've recorded my progress in the form of a video in 4 parts:

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26 of 39 people (67%) found this review helpful
Not Recommended
4.5 hrs on record
Posted: April 5, 2015
Aaru's Awakening is a hardcore platformer, with a unique, hand-drawn graphic style.

I first saw this game featured in GameJolt, and assumed that it was a result of a game jam.
When I saw it come to Steam, I was pretty excited to try it out.

Unfortunately, this is a game that seems to be constantly in an internal conflict regarding exactly what it's trying to achieve.

I've completed the game in about 3 hours, and then played a bit more to get some better times, and look around a bit more. If you go for the leaderboards, you'll certainly take fairly longer. There's also an hardcore mode that seems infuriating.

The game is beautiful. I just played Child of Light, from a much larger company, and this game still looks pretty damn good!
Everything is highly detailed, the creatures look alien (in a good way) and the Bosses have a really nice design to them.
The menus and loading screens are also highly stylized, and give the game a very unique vibe right of the bat.

Even the animation is very nice! The main character follows the mouse-point/analog stick, with different walking animations depending on where you're pointing.
It's a pretty rare thing, especially with indie games. It's very well done!

However, despite being a beautiful game, it completely misses its target in regards to its genre : hardcore platformer.

I'll go over some crucial aspects of the genre (regarding its visuals):
Conveying information quickly, making it very clear what will kill you and what will not;
Good differentiation between foreground and background elements;
Keeping distractions to a minimum;
Clear hitboxes;

The second and third are, of course, to aid the first, the most important.
Of all of these, this game only manages the last. Its hitboxes are well limited.
All of the rest, unfortunately, has been largely ignored, it seems.

The game uses mostly one color palette, per world
Of course, it's an aesthetic choice. And the game looks good. BUT, when everything has very similar colors, you simply cannot convey information quickly. Many, many deaths have happened because I couldn't see the obstacles.
In a game that requires fast reflexes, obstacles are usually identified by peripheral vision. This game has none of that, resulting in a very trial and error experience.

There's also the fact that some foreground elements seem obstacles, and you can never be sure until you run into them.

There's no time to appreciate its visuals
It's a fast paced game, with leaderboards. Your objective is to cross the levels as fast as you can. So... where exactly, does the player take the time to look around and be amazed by the game's amazing style? ... There's no time for it. Even the bosses. I've looked at them, but not for long at all -- otherwise, I'd be killed.

And it's really unfortunate. The game is beautiful, but it's mostly wasted potential.
The visuals are in complete conflict with the gameplay, instead of taking advantage of each of their highlights.

Other than that, feedback could be stronger, but isn't too much of an issue, as you die in mostly 1 hit. The "death screen" is also kind of annoying, but hey...

The Music is also pretty good! It's very passive, though, with mostly eastern sounding melodies, with some tribaltextures. I enjoyed it, and it loops well enough. It also doesn't restart when you die (that I noticed, as least), and usually keeps playing, even when you go to the level select screen. I would have liked it to be a bit more active, but it's mostly personal preference. It works well in the game.

I'll give the Story a paragraph, this time around. I think it was cool, to give the game some context, but I also have 2 issues with it.
The story is "original" (i.e. not taken from somewhere else), but it was pretty cliché. What it did, however, was give a bit of flavour about the mythological nature of the game, which is cool! And it has a nice cyclical theme to it.
One of the problems is that it was very barebones -- which is understanding in an hardcore platformer. However, I would have expected some more to go along the visuals.
The other one is that it's told exclusively outside the game. It's just a narrated piece of text between each world...

General Structure & Mechanics
The game has 3 tutorial level, and then 4 "worlds", with 4 levels each, plus a Boss-fight in the end.

Your character can walk around and jump, with a couple of abilities. The first is a Dash, while in the air. This dash can break some types of walls, and otherwise works as a double jump, essentially.
The other is Teleportation. You shoot a little ball of light, and then teleport to it. This ball richochets some surfaces, sticks to others, and can also be destroyed by some (and enemies). You can also kill some enemies by teleporting directly inside them.

With that, it's mostly a game of avoiding enemies, spikes, and pools (and other hazards).

It's also sort of physics driven. I say sort of, because the physics are extremely artificial, and often cause more problems than it solves.

In-depth look mechanical issues
Teleporting into enemies to kill them
Enemies kill you with one touch. I think the problem is self evident. If you do as much as miss the enemy by a pixel, you'll touch them after the teleport and simply die. This happens quite a lot. There's also the problem of "enemies that can not be teleported into" not showing any sign of that. So, you can also repeatedly try to kill them until you realize why you can't.
Enemies also shoot projectiles that will kill you and the teleportation ball. It's often a mess, with several enemies on screen.

Countless cheap and unavoidable deaths
Back to trial and error. There are enemies that come from off-screen. There are other that walk into you immediately, when you reach a new screen (usually Boss fights that rely on teleporting into another screen).
Then, there are huge spiked balls that fall when you enter a new area...
The game is full of these deaths. You're focusing on one particularly challenging section, and when you're almost reaching the end, the game "surprises" you with more death. It can be annoying, since it's just about memorization.

Artificial physics
The game has some ramps to accelerate you, and throw you into a fast paced section. However, these don't actually function according to physics. When you touch them, your speed simply goes from 2 to 50. Even if you touch the extremity of it, you gain exactly the same speed. If you want to slow down and do the section in another way... tough luck.
Then, there's falling acceleration. Of course, your speed gets higher as you fall. Unfortunately, the teleportation conserves that acceleration, which means that successfuly pulling a second one in the air is virtually impossible. I could have seen some interesting sections, if you could teleport and reset your speed... Yet another limitation.

Too punishing
Level design-wise, the challenges seem to long. Usually (and I've mentioned this in the Yury game), platformers have platforms that make you safe. This game seems to think that's too easy, and almost every platform falls. This stretches the challenges a lot, at times, and makes the game quite frustrating.
There's one chance for everything. You can't recover from your mistakes. If you miss a jump, too bad... Everything falls and everything is designed to kill you. It's simply not fun. And it's not a fair challenge either. (Super Meat Boy is one of my favourite games)

It's an ambitious effort! But, for the reasons above, the negatives far outweigh the positives.
Ultimately, it's made of pieces that don't fit together... Still, the talent it clearly there, and I'll look forwward to their future games.
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21 of 31 people (68%) found this review helpful
1 person found this review funny
3.3 hrs on record
Posted: February 25, 2015
More Reviews @ TheVideogameBacklog.com

Once again I find myself in the land of difficult platformers with Lumenox Games' Aaru's Awakening (that's a mouthful). I'm not the best at the so-called “hard-core” platformers. Luckily for me, Aaru's Awakening only appears to be in the category, but mostly just skirts the line.

Most of the puzzles I've come across have been difficult, but not frustrating. It's an odd difference that separates this game, but in other games where I've died and died and died yet again, I haven't wanted to come back too often if at all. Aaru's Awakening had some boss fights and levels that straight killed me so many times it was rather embarrassing. I remember being stuck on one level (the levels are rather short) for more than thirty minutes. The very first boss fight took me about two days. I woke up early this last Tuesday to spend my last thirty minutes to finally tackled it.

The main pull is that the game is fun and with the tools given (not just jumping, but teleporting and charging) in Aaru's Awakening, when you fail, the successful attempt feels close at hand. If you've played any games in this genre you may know the difference between thinking a jump is impossible and being able to see how you can solve the “puzzle”. Lumenox Games accomplishes this well.

I'd love to say something about the story, but I feel it's a little lost in the action. Nothing is given to you while you are dying in the levels themselves. That's the main reason I know that (in the game) Dawn, Dusk, Day, and Night were at war and eventually decided to split the day in four parts and share the twenty-four hour period. (Sharing is caring right?) However, you (Aaru) are sent by Dawn into the others domain for... some reason, but like I said, I can't remember.

The game is narrated by a girl/woman who does a great job telling the story. The problem lies in that just after she's done giving you the setting for the level, you go into a meat grinder. In the game you come across stuff that will stump you and keep the end of the level just out of reach. Since the difficulty is tied to timing and the platforming itself, I can't turn down the difficulty to enjoy the story by itself. So the meat grinder just beats it out of my memory. When I get back to more narration I have no clue on why Aaru is confused with his actions or why he was sent into the domains of the other three parts of the day in the first place. Am I a bad guy? I just don't know.

Score: Gewd.

In the end, while I may not know what exactly is going on, Aaru's Awakening is fun. It's got genuinely hard parts for sure, but it never seems out of reach of being able to accomplish. When compared to other games in the platforming genre recently, this one feels friendly and approachable. This is very welcome because I've been bombarded lately by “hardcore” frustration-filled platformers. I'm kind of tired of them... completely tired. It's not that I'm terrible at them, but I'd rather be filling my gaming time with enjoyment. Aaru's Awakening delivers.
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10 of 13 people (77%) found this review helpful
4.2 hrs on record
Posted: February 26, 2015
It's artwork and visuals are amazing, and the music goes nicely with them. Gameplay wise it's probably not the best 2d platformer on steam, but it's teleport gimmicks make it quite unique. The game's intended to be challenging but at some points it's stops being challenging and simply becomes tedious, the boss fights being the main culprits.

Nevertheless I felt I got my moneys worth out of it for 15$, and I will probably try and improve my times at some point.
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12 of 17 people (71%) found this review helpful
6.8 hrs on record
Posted: February 28, 2015
It's a really well done platformer with a teleportation ability. The game is really challenging but always fair. There are also medals you can earn for each level if you're fast enough and compare your time on the ladder or with friends.

For my first playthrough where I just completed each level once it took about 5 hours but the real challenge is to find the fastest way through each level.

There's not much to say about the artstyle, it's gorgeous with it's handdrawn backgrounds and smooth animations.

If you like platformers definitely check it out.
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12 of 17 people (71%) found this review helpful
0.4 hrs on record
Posted: November 21, 2015
Aaru's Awakening is a platformer game that most interesting aspect is in the 2D hand drawn art.
The game itself are just a simple platformer. Nothing so special about the gameplay or anything.
Pretty much the game is for people who enjoy art, music & story.

If you want it to be challenging, you can try finish each level with gold medal.
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6 of 7 people (86%) found this review helpful
9.4 hrs on record
Posted: August 30, 2015
Have just completed it after about 8h. Most people don't seem to need as much time but I played with a bad controller making everything extra hard. The game is a ridiculously challenging platformer with unique mechanics (you spend most of the time air-dashing and teleporting at break-neck speeds) and visuals that are adorable in a rarely seen way. Can't stress enough how original and gorgeous the art is. Reminds me a little of The Secret of Kells, visually. On the down side, the controls are waaay too stiff for a game that revolves almost exclusively around impossible jumps and complicated mid-air manoeuvres. Once you jump, you lose all control of your direction... which is seriously punishing. The story is utter nonsense as well, but hey, a platformer can do just fine without one. All in all, it's a refreshing and fun game for platformer fans. I bought it at a heavy discount and am rather pleased with the purchase, but would not, honestly, buy it at full price.
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6 of 7 people (86%) found this review helpful
0.2 hrs on record
Posted: April 24
So F*CKING HARD...Love it.

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8 of 11 people (73%) found this review helpful
0.7 hrs on record
Posted: January 17
Aaru's Awakening is a hand-drawn, fast-paced 2D action platformer.
The player is put in charge of Aaru, a mythical creature with two unique abilities that are used throughout the game. The abilities are to teleport and charge which are used to traverse through the dangerous levels of Lumenox. They are at the heart of every level to make for a challenging and fluid experience and require split-second decisions to complete fast-paced puzzles.

The game is not too difficult but can vary greatly from level to level and especially if you want to hunt down all the achievements from obtaining gold medals.

The enchanting hand drawings as well as the stunning soundtrack are hugely appealing and really add another dimension to this platformer to make it a satisfying experience, but for the price it's a little too much and I would recommend waiting for it to appear in a bundle or for it to go on sale...
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