Stuck in the Underworld without the slightest clue why, a young fiend has a bit of a mystery to solve in this action/adventure platformer. With a world to explore, a past to uncover, and quite the task to complete, players must embark on a quest filled with monsters, towns, dungeons, bosses, and various platforming challenges.
User reviews:
Mixed (38 reviews) - 63% of the 38 user reviews for this game are positive.
Release Date: Mar 16, 2015

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About This Game

Stuck in the Underworld without the slightest clue why, a young fiend has a bit of a mystery to solve in this action/adventure platformer. With a world to explore, a past to uncover, and quite the task to complete, players must embark on a quest filled with monsters, towns, dungeons, bosses, and various platforming challenges.

  • Several rooms with various platforming challenges and monsters
  • Explore towns, raid dungeons, and defeat the bosses hidden within
  • Uncover the past of the young fiend and find his purpose in the Underworld
  • Supports Xbox 360 Controller

System Requirements

    • OS: Windows XP / Vista / 7 / 8 / 10
    • Memory: 512 MB RAM
    • Graphics: 512 MB VRAM
    • Storage: 15 MB available space
Customer reviews
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Mixed (38 reviews)
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23 reviews match the filters above ( Mixed)
Most Helpful Reviews  Overall
21 of 22 people (95%) found this review helpful
1.7 hrs on record
Posted: May 1, 2015
It really bothers me that this game's controls are so tight and refined, but the rest of it feels so slapdash. I'd compare this game's platforming pretty favorably to Super Meat Boy and They Bleed Pixels, but its Metroidvania-style world layout involves a lot of backtracking for keys and doors, and not the "fun" kind. There are no power-ups or abilities, no obstacles to overcome other than platforming skills, and the bosses are either laughably simple or aggravatingly erratic.

I'm complaining a lot for a $2 game, but the lost potential here is killing me. If this game is essentially a proof-of-concept for the inevitable, fleshed-out sequel, I'd throw my money at it with reckless abandon. The whole thing SCREAMS Metroidvania, but lacks all of the elements that make those games fun. It's like the dev was going to make a full game, spent 90% of the time on the controls and combat to make them shine like a mirror, and then stopped after designing a few dozen jumping puzzles. Argh, this is KILLING me. PLEASE make a full sequel!
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8 of 8 people (100%) found this review helpful
0.7 hrs on record
Posted: March 27, 2015
For a dollar, this game is worth it. A map function would have been nice (if there was one I never found it). The gameplay was decently fast and the controls were tight. Soundtrack was quite wubbly in a generally pleasant way, though a few of the loops did get to me after a while.
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8 of 8 people (100%) found this review helpful
5.8 hrs on record
Posted: February 16
I have to give it to the developer, they made an eye-catching name for this game. When I saw it was called, "An Imp? A Fiend!" then I was going, "Okay, I have to see what this is about." I am a huge Metroidvania fan, so hearing it had those elements was enough to convince me to get it. I traded a game I had no interest in for this one, and I just blindstreamed it for some friends over the past few days.

Long story short: fun game with a lot of flaws. Long story long: read below.

Let's start with my favorite part about An Imp? A Fiend! The controls are glorious. You can double jump, dash on the ground or in midair, and attacking lets you "hover" if you keep hitting the button. This makes your character (who has no name as far as I know) feel light as air, yet completely responsive to your inputs. It was so enjoyable to run through the areas simply because of how smooth and reliable your protagonist controls. Major props here.

Now for some splits. One thing I find interesting is that there are no power-ups at all. Five areas exist, each with a dungeon, and you can tackle them in any order. Sure, I would call some more difficult than others, especially ones with tricky platforming sections. But you never get more than three hearts for life, and you never get any kind of items besides keys. This means you have complete freedom on where you want to go, and in some ways, I like this subversion to the genre.

Then we come across a serious flaw. This game has no maps. None. You had better hope you remember which generic path leads to which generic town, because it is very easy to get turned around if you don't. A lot of tunnels and corridors look the same, to the point that I sometimes wondered if I had somehow looped to go back the way I came from. There are no warp points, which also sucks because these rooms get tedious. You can only stay excited about spike-filled rooms that are easy to wall-jump around for so long. Oooh, what's that, a third screen with a wimpy dragon, rabbit thing, and annoying bird? How dangerous... no, the word I want is unnecessary.

Speaking of which, let's talk about the game's difficulty. I found some platforming rooms to be challenging, and most of the time, I felt it was my fault that I died rather than the game being cheap on me. That's a good thing. I will also note that you respawn in the same room that you die in. I personally like this, because there's nothing as dull as running back from a checkpoint to die in the exact same way as before. Some people might not like that, but I do, so there's that.

What is pretty lousy is the bosses. The bosses are absurdly easy and stupidly tedious. They all have very basic patterns that are jokes to get around. But since they have tons of HP, you are going to be wailing on them for a long time with pretty much no chance of you dying if you can play platformers better than a mushroom could. I personally would not want insanely difficult bosses, but there's pretty much no satisfaction to creaming these losers.

Oh, and one other complaint I have? Death by juggling. You do not get much in the way of invincibility frames. If you land on spikes or a sawblade wrong (and there are a LOT of sawblades, fiends must get them in bulk at HellCo), you will get flung up just enough to land on them again, and again, and then probably die. It didn't happen to the point that I wanted to toss my controller or anything, but it was annoying when it came up.

So, on a complete change of topic, how about the music? It's pretty average. The town theme is nice, the dungeon theme is okay, the outdoor sections are shrug-worthy, and the boss theme is so bland it makes crickets chirping sound like fine opera. The graphics are not bad. I could tell what things were most of the time, barring bizarre monsters. Your sprite is kind of cute. Kind of. I still don't know if this guy is really a kid or not, because he looks like an adult from his sprite. Oh well.

I did not go into this game expecting a lot of plot. You know what I got? A fair amount of plot... that was completely nonsensical. One of my friends commented that it made less sense than Evangelion, and frankly, I agree with him. It's so bad that it's actually pretty funny. I had a great time laughing about some of the conversations that took place. That being said, the grammar could use some work. "Lets" and "Let's" are two different things, but that error cropped up a ton. At least the spelling seemed fairly good, though it didn't help decipher the jargon that was the "plot."

This game has no trading cards. Boo hoo for those who get games just for cards. I personally don't care. Heck, the game's so short that most people probably wouldn't naturally get them all anyway. No achievements either, but I don't really think they're necessary, either. I guess some generic ones could be added for beating dungeons and the game. I also don't see a reason that they're needed. No complaints here about them not being present.

All in all, there are a lot of problems in An Imp? A Fiend! That doesn't change the fact that I really liked playing it. The controls just make this game, and there are so few games I will say that about. It was the right length in my mind, with three hours or so meaning it is entertaining for a while, but does not overstay its welcome. If you can get it in a bundle or for cheap, go for it. Otherwise, I'd wait, since it's really nowhere near perfect. Do give it a try if you like the genre, at the very least.
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16 of 23 people (70%) found this review helpful
1 person found this review funny
1.7 hrs on record
Posted: March 16, 2015
Fun little game definitely worth the cheap price. Some levels can be a little tricky others can be very very similar to an other. I think its great game.


Buy it.
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5 of 5 people (100%) found this review helpful
0.5 hrs on record
Posted: March 22, 2015
Old-school platforming at its finest, complete with throwback graphics. The jumping puzzles are challenging, but not frustrating. This game is a gem at this price, well worth the purchase.
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4 of 6 people (67%) found this review helpful
Not Recommended
0.3 hrs on record
Posted: October 1, 2015
Well true to Blaze Epic form, he releases another dud. This feels the exact same as ninjahtic games and is basically a copy with different visuals. Let me start by saying the controls are EXCELLENT. The platforming and everything are perfect. Unfortunately its lost to a game where there are 3 paths in 1 area, and then 4 paths off of the path you took, meaning its this huge confusing map with a poor layout. Theres no map or direction at all. You just wander one way and pick random paths that all look the same. That usually leads to a locked door so you backtrack entire way and choose next path, rinse and repeat. There are no powers or anything. Super boring. If there would have been directions and not just door key fetching (copy off all his games) and been better level layout this game would have been enjoyable. It stands as just an example of great platforming mechanics with terrible game design behind it.
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1 of 1 people (100%) found this review helpful
6.3 hrs on record
Posted: August 30, 2015
A cool, short, Super Meat Boy inspired game with challenging boss levels.
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1 of 1 people (100%) found this review helpful
5.0 hrs on record
Posted: August 26, 2015
This game has such an interesting problem. Well, a few.

First, the positives:
1. The controls, they work well. The jump and dash are nice, the attack is serviceable.
2. The platfroming design is good, everything feels fair and there's a good degree of challenge to it, but not too high.
3. Plenty of content here for a $2 game, I played it through to the end in an hour and a half and felt like that was satisfactory.

But the big problem:
It's too easy. This could easily be solved, too.
A: Make the game checkpoint-based instead of "respawn on the same screen when you die". That way the life system actually means something.
B: Make the game one or two touch death. I think it'd be reasonable for most points in the game, though a few spots would need rebalancing, probably.
It's frustrating when the game poses almost no challenge at all because of weird design decisions.

The game also is nonlinear in the sense that you can do any dungeon in any order, but not really a metroidvania, and the backtracking the game forces you to do is kind of irritating. In one zone you have to run around between houses getting a key for the next in each until you get the last one, and that's a looot of backtracking. In others you have to go find an item, take it to another place or use it to find another item, then go back and find the dungeon. And each dungeon, after you clear it, you have to go back through, though the locked door system means that usually isn't too far to go back, not as much work as getting to the end in the first place to be sure. So there's a lot of unnecessary backtracking, definitely.

A few other gripes; the torches that fire at you are a bit cheap, especially in the awful, awful boss fight based around them, where the boss is completely static and you just have to dodge torches firing at you. A few other bosses kind of suck, too; some are pathetically easy to the point that they pose no threat, some don't give you time to react to their attacks and get in cheap shots. The final boss is a bit too tanky, but he does give you mobs to heal off of, at least.

Overall, I wish I could like this game more than I do but it has problems; still, for $2 it's a worthwhile purchase, and if you can get it cheaper that's fine too (got this from a bundle of this dev's games, actually).
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2 of 3 people (67%) found this review helpful
Not Recommended
0.4 hrs on record
Posted: September 13, 2015
Mirroring other reviews, controls are great, the rest of the game suffers from a lack of polish. Even just the implementation of a simple map feature would redeem this game, but - for the price, it's hard to rag on it too much.

It's just sad that it feels so unfinished, when it was so close to being amazing. I'm not recommending this game, because, despite the price, unless you /really/ enjoy this kind of game, it's just not quite cohesive enough for me to recommend unless you're a dedicated fan of the genre - in which case, there are better games.
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2 of 3 people (67%) found this review helpful
1 person found this review funny
5.8 hrs on record
Posted: March 19, 2015
For its price and size, this platformer did a really good job.
Especially this game might be interesting for those that like old school platformers with retro graphics.
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Recently Posted
4.1 hrs
Posted: October 7
Finally beat the game. One room killed me more than the rest of the game combined. All of the trickiest challenges are the "one pixel between life and death" sorts. Didn't really like the story or atmosphere. Didn't like the endng. Didn't like the bosses. Didn't like how certain random aspects in certain rooms and boss fights made it feel like the possibility of victory was random... Kinda liked the main character and the controls, though. I read the warnings from other dissatisfied customers, and so I'll repeat them. Take this character, put him in a different platformer, gold (or at least silver). This game as it is? Let's put it this way, I'm enjoying the Steam trading cards more than the actual game.
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2.0 hrs
Posted: August 24
A big improvement over the previous game, Shin Samurai Jazz, in basically every respect, but the game itself (level design, specifically).

What stroke me first was how good the game felt to play! The controls are very tight, and both the movement and combat feel very nice! The animation go much better with the moves, and the combat is much clearer in regards to your range and how enemies are affected by the attacks.

The second thing that stroke me, on the negative side, was how the game had 20-30 rooms of meaningless combat/platforming until anything even remotely like an objective was given to the player. And even then, it was very vague. It was filler, like the previous one. And the worst was to come later...

It appears that Blaze Epic likes making the same game over and over again. Usually, that's a bad thing. In this case, things are improving, so it could be worse!
You have the same moveset: double jump, dash, attack. These moves serve both for combat and platforming, which is nice.

The biggest problem with the platforming (aside from how much of it is filler) is that there are spikes in every ♥♥♥♥ing wall. But the infuriating thing are some chandeliers that throw fire at you. In the middle of the platforming sections, of course. And they're indestructible. And the worst thing about them is their random firing time. It makes it impossible to predict when they're going to shoot, so you're just have to pray that they shoot at a convenient time, in the middle to this very precise platforming you have to do...

Later on there's also 1-hit kill lava (for barely touching it, too), which wasn't satisfying at all - the reason being that you have spikes above you, lava below, and a very, very tiny margin for error. Some rooms get frustrating, but it could have been worse.

The game is more or less (mostly less) a metroidvania, in the sense that you have a full map to explore as you feel like. It's a very bad metroivania, though. You have all the abilities from the start. Which makes the exploration rather redundant, doesn't it? Well, too bad. The map is fairly large, and it's all absolute filler.

There isn't a story to speak of. It tries to give you hints of a story, but there is none, since the end is simply a tension and not-release deal, because the character dies before revealing the big secret . This could be interesting, but not in this case. It was just a poor excuse for not having a story.

I mentioned about Shin Samurai Jazz that the level design was just about getting keys to unlock doors to unlock other doors, right? Well, it's exactly the same here, if not worse. Worse, because sometimes you have to go to the extremes of each area to open the door you wanted from the beginning, going back and forth, accomplishing absolutely nothing. Same rooms, same enemies, same abilties, etc. etc.
Each area seems different, but it's purely its coating, because every enemy and platforming ends up virtually the same.

The only design to speak of are the Bosses, but even them have a single pattern, and not a very interesting one in any of the cases.

It's almost disrespectful to design levels like this, as silly as this sounds. It's literally about making you go back and forth to unlock doors, filling your time until it's worth any money (because people really like talking about time/money in videogames....).

Even though the controls are pretty good, the game ends up being worthless, because it has no purpose, and so makes the player wander aimlessly back and forth, collecting keys and destroying crystals for no reason...

Because there was some improvement, I'm still hopefull about Blaze Epic's games (Nil Ninjahtic actually looks really good), but it will decline soon, if every game is the same, with the grand purpose of unlocking door and lead into other doors, that lead...
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14.3 hrs
Posted: May 1
เรียบง่าย โหด ท้าทาย สนุกเกินราคา
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0.1 hrs
Posted: March 21
I payed $0.50 on Indie Gala. Worth that much but no more.

++ Pretty tight controls
+ Decent graphics
- Story is non-existent
- Terribly confusing and repetitive level design
- Watch a video of 6 seconds of gameplay and you've played the entire game

Runs great on my Linux box via Wine.
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0.3 hrs
Posted: January 26
It's alright. I only have 0.3 hours on record because I stopped playing after a bit because I thought this game wasn't finished. If it felt more complete then I would definitely recommend it but as of right now I can't.
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Zeebrax the Astral Lifejacket
2.6 hrs
Posted: September 6, 2015
Like the other Larry Stover productions, it's a short but sweet pixel-platformer guaranteed to soothe the frazzled nerves of any world-wearied neoretro enthusiast. Imp has the most appealing graphics and sound of any game that he's made so far (Ninjahtic Mind Tricks is the most recent as of this writing). It also offers the greatest freedom of movement -- the titular imp/fiend can not only wall-cling, but can jump, double-jump and dash before resting upon a solid surface. Coupled with the fact that you do not have to defeat all enemies to proceed, this potential air time makes the game pretty easy when compared to the Ninjahtic games, and for this reason I prefer their slightly more restricted movesets. The later dungeons up the ante considerably, though, and all of the dungeons have a fine flow to them. Flow is highly important; it is what allows the harried ego to sleep, and the reptile mind to come out and revel in those simple, twitchy pleasures that to it hold an almost spiritual power. Thereafter the ego can resurface, recalibrated and calm. Flow is a large part of what makes simple games like this such a life-affirming pleasure!

I do think that the hub-world (or "overworld" if that is appropriate) can be a bit of a drag in spots, and that the skeletal story is interesting enough to merit more exposition, but these quibbles pale in light of the fact that An Imp? A Fiend! is a pocketful of platforming miracles for the cost of a pecan log.
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