Main game
3.19 average rating based on 21 ratings
This game is extremely pleasant to play. The 16-bit pixel art is easy on the eye, and it has very solid level design. It has a greaf balance of platforming and puzzling, with a well integrated overworld and dungeon design. The map is a real highlight for me too, as there are late-game items that make it easy but satisfying to 100% the game.
I did not play the first game in the series yet, so the story went over my head and I kinda tuned it out (I tend to do that with Metroidvanias that aren’t particularly unique). The music doesn’t seem to have much variety/life and gets very repetitive. And ultimately, the game kinda doesn’t bring anything new to the genre.
Despite that, I really had a blast and would recommend if you love metroidvanias and can’t find anything to play. It won’t blow your mind, but it’s a really good time.
Basic, cute Metroidvania picking up where the first left off. Opportunities to shape and expand your maneuvers a bit as you find upgrade orbs allows a small amount of customization. Otherwise, fairly linear, fairly fun, run of the mill retro graphics and a decent soundtrack. It's a good way to pass a few days.
Had to shelve this last year due to a hand injury, and finally went back to finish it this week. It's good! Just a solid wizard-themed metroidvania with pleasantly idiosyncratic movement tools and some fun dungeon gimmicks.


This game's surprisingly good!

Double jump continues to be weird, you summon a cube in mid-air and can sort of vault over it, but only before you reach the apex of your first jump. Once you figure it out it's very consistent though, and basic movement being so idiosyncratic and technical makes simple travel across the map fun, kinda like bombjumping or walljumping in Super Metroid.
There's upgrades and keys to pick up in typical Metroidvania fashion, but most of the puzzles and platforming revolve around using novel combinations of two spells that you're given basically immediately: a bubble that you can briefly ride to gain height and the aforementioned double jump cube. The game is constantly teasing you with shortcuts and items off the critical path that can surely be reached if you deploy your bubble and cube just right, and the solutions are just tricky enough to make you feel brilliant when you succeed. Both spells get upgraded with more and more unique utility over time, too, which is rad.
Your last main spell is a basic fireball and it's less interesting, but even it gets a memorable sequence where you have to use its light to scout …
This game's surprisingly good!

Double jump continues to be weird, you summon a cube in mid-air and can sort of vault over it, but only before you reach the apex of your first jump. Once you figure it out it's very consistent though, and basic movement being so idiosyncratic and technical makes simple travel across the map fun, kinda like bombjumping or walljumping in Super Metroid.
There's upgrades and keys to pick up in typical Metroidvania fashion, but most of the puzzles and platforming revolve around using novel combinations of two spells that you're given basically immediately: a bubble that you can briefly ride to gain height and the aforementioned double jump cube. The game is constantly teasing you with shortcuts and items off the critical path that can surely be reached if you deploy your bubble and cube just right, and the solutions are just tricky enough to make you feel brilliant when you succeed. Both spells get upgraded with more and more unique utility over time, too, which is rad.
Your last main spell is a basic fireball and it's less interesting, but even it gets a memorable sequence where you have to use its light to scout out your path through a pitch dark dungeon.

This game's real pretty and the way you double jump is real weird.
The sequel to Alwa's Awakening is up on kickstarter now! The first one was a really good retro metroidvania, super excited about this!