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 …
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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.
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