- Genre: Action Platforming (Metroidvania)
- Spoiler Free Review: Yes.
- Time Played: 12 Hours?
- Too Short/Long: About right.
- Soundtrack: Pretty standard fair, nothing that really sticks out.
- Why I played: I've played all the other games made by Team Ladybug, which are mostly the same genre.
- Did I cry: No.
- Jank: Not very janky. The only jank is maybe the slight awkwardness of the controls. It's something you get used to, but I definitely had to rebind them to even achieve that.
- Difficulty: It's mostly pretty easy. I don't recall there being a difficulty setting, but your level ups and equipment mostly outpace enemies.
- Recommend to others: Not really, not to most. While I enjoyed it, it's not really the best of it's genre. It's aesthetically pleasing and has a unique mechanic but overall I'd recommend many before it. If you've exhausted almost all other games in the genre though, it's certainly not bad.
The other two were both licensed so I didn't expect them to be the best things ever. They were both decent, but I think I felt like they were missing something. Especially in the level-design category. This is where Blade Chimera doesn't do better, and arguably even worse. Visually? More appeal - there is more stuff going on in the background. Functionally? Less creative, less interactivity. There are a wealth of corridors where it's just a hallway and you're meant to just fight your way through a dozen enemies. Everything is still very awkwardly angled and random to a point the design just feels like they're using a "metroidvania generator", or a "2d platformer game maker", so they can just place tiles down for each room. Very few rooms offered gimmicks or unique set pieces. They did introduce a mechanic in the level design that interacted with the main mechanics of the game, but only used it only a handful of times. It's a shame because it could have resulted in some very cool puzzle rooms, using that combination of mechanics. So the overall level design kinda stinks.