90% of people, I'd imagine, pick this game up because of the idea, "evolving" through the "history" of adventure video games.
It's cute, and to be honest, it's pretty fun when you start out. You unlock upgrades rapidly at first, quickly changing the game within a matter of minutes, in ways that both change how you interact with the game as well as remind you of historical counterparts. However, I'd say after the first village, things drop off dramatically. It becomes clear that this game is a very neat idea, and a cool thing to do for, say, a hackathon like Ludum Dare, which -as it turns out- is where this game originated. But for being a full-length game on its own? That's really pushing it.
It did do some things very right. What this game has going for it is really the progression and seeing things change; seeing not-goombas and not-octoroks transform from a handful of pixels to fierce looking mofos in 3D fights is really satisfying in a unique way. Being able to manipulate the world in a new way not because of a new item, but because you literally change the world around you in a way that is both new but familiar is a fresh feeling. Perhaps the best part of this game is being able to switch between 2D and 3D, and it have a functional purpose beyond just looking neat; it reminded me a bit of an actual Zelda game, like timeshift stones in Skyward Sword.
The problem is that Evoland has a case of mistaken identity. There are three ways Evoland could have gone.
The Ludum Dare: a short little fun-poking/unique experience from a "what if" perspective on the adventure genre.
The "Scary Movie": loud, in-your-face, obvious jokes made at specific games in the genre.
The Commitment: commit, hardcore; parody tons of games, flush them all out; make it an actual game while being a parody of what it is.
In my opinion, it failed to fall into any one of these and instead kind of hovered between all three.
The first part of the game (what I expect the Ludum Dare was) was amazing. It was cute, it was unique, it was very obviously a parody made out of love that at the same time had things happening to keep your attention.
After that it really kind of tries to become a real game; it drops a lot of the parody and tries to be what it was parodying. And that would be great, except it really doesn't commit all the way. You have currency without anything to spend it on besides potions; you have an inventory with nothing to pick up; you have separate health for the FF-style and Zelda-style fighting; you have just a shit ton of random battles that take up more time than actually seeing anything interesting; you have a Diablo-style level with no purpose, other than to have (entire aesthetic) loot with ham-fisted descriptions and an excuse to play as another character; you have a plot actually trying to develop. If you start as a tongue-in-cheek Ludum Dare, you can't suddenly decide to having characters with actual motivations. It's dissonant and results in everything feeling (a) forced and (b) shallow. Between all of that -the plot, the characters, the combat- the middle of this game is nothing more than a mediocre RPG.
Finally, it finishes with what I call a "Scary Movie" ending; again, it's not the content that is necessarily the problem, it's consistency. (Another game I played recently, No Time To Explain, was an excellent example of a "Scary Movie"-type game, which stays ridiculous from beginning to end.) Instead of cheeky references to the genre (e.g. a sign reading "why are there always so many kids in these games?"), it goes to shove-it-in-your-face references to specific instances by the end. I'm talking about ham-fisted copying of the villain, ending, and even a Dragonball Z reference thrown in. That's a major symptom of the game not knowing what it's trying to be; is a DBZ reference included because it fits in with the parody, or is it there because "people think it's funny"?
So what do you feel by the end? Well, the "evolution" aspect stops quite a while before the end of the game, and the pseudo-serious characters are part of a half-assed plot that is mixed in with a "yuk-yuk" ending that makes the whole thing seem like a big farce. So in the end you feel....well, nothing. That it's over, and you watch the credits showing parts of the start of the game, and you remember how fun that was, not what you just finished playing.
To me this seems, quite obviously, like a game that was thought up at a Ludum Dare, people loved it, but it was too short to sell so the dev padded it out to a point where people wouldn't feel jipped. The result is a game that's 4 hours that feels like it should be 1, because that's what it was designed to be. Throw on top of that some technical issues (multiple crashes, a glaring error in the plot where things can happen out of order) and it's far less compelling than what you were hoping for.
If this game was 1 hour for $2-3, I would say that absolutely everybody who loves video games should play it. But as it stands, $10 for a game that is at least half bad RPG is not justifiable. Maybe it's worth buying on a Steam sale, but even then, you're still buying a game that you're going to quit (or at least want to quit) not even halfway through.