Ikenfell is a great experience. Or, because context matters, Ikenfell is a great experience if you like turn-based RPGs and the description—where the plot has you exploring a magic school as you try to find your character's sister—speaks to all those latent "I wish I could live the Harry Potter life" dreams that gave been crippling us millennials over the last two decades. If that describes you as it does me, well, full steam ahead.
You play as Maritte, who has come to Ikenfell, a school of magic, to find her sister, Safina, who hasn't been communicating with home—especially concerning because it's break, a time when most students are home. The hope, of course, is that you'll just find her being irresponsible, ie Saf being Saf, but it doesn't feel right—a feeling compounded when things at the school feel... off. So—explore the school, fight bad guys, save the world. Easy peasy.
Aside from the obvious appeal of clunking around a large magical school—which despite the throwback art style is gorgeously communicated, both in aesthetic and the actual design—Ikenfell's biggest strength lies in its characters. Maritte—aside from being the main character—has to play both weak and strong. She's the newbie in town, only just discovering her magical abilities. At the same time, she's the de facto leader of a group of students who realize that Safina's disappearance holds larger, more dire implications for the school. While the simplified artwork of the in-game characters don't really convey much (other than Gilda's enthusiastic dancing), the icons that accompany the dialogue text is fantastic. They really did a great job of bring characters to life through those images. And the whole group is fun, from the previously mentioned Gilda (your first two battles against her are some of the highlights of the game, courtesy of Gilda's incredible theme music), to Pertisia (Safina's rival—always trying to foil Saf's plans), to Rook (a bookworm and good friend to Safina, not to mention the character with the best battle mechanic)... I could write a gushy love letter to each of the five companions that Maritte picks up.
But there's a bit of a problem. That's six playable characters, yet you can only use three in any given battle. On the one hand, I don't know that battles would be better if you could use more characters, but the result is you'll end up with three that you default to over and over. Basically from the time I discovered the last character, I had a set 3 that I used almost exclusively. (Maritte, Petronella, and Gilda, if you were wondering—and I know you were.) And the reason is, those three possessed the skills I valued the most: Maritte has effective close-rage attacks that (can) span multiple lanes, Gilda has effective long-range attacks (and can teleport, extending her impact), and Petronella has the most effective healing spells. The times I tried to incorporate the other three characters felt like I was trying to fight with one hand tied behind my back. And sure, there were a few times I'd be in battle and think, "Actually, Ima's skill would work well here," but this isn't like The Witcher where you know your foe in advance and can strategically plan out your ideal crew/skills/potions in advance. Games like The Witcher reward preparation; games like Ikenfell reward familiarity.
The battles themselves take place on a grid. Each character gets a turn, where they move, then either cast a spell or use an item (or, just pass—never ideal, but occasionally necessary, such as at the very beginning of battles when a character doesn't have the range to reach an enemy yet). The spells have specific ranges they can effect—shown on the grid by the square changing color—so your movement will largely be dictated by which enemy you want to attack, and with what spell. The casting of spells (and, just as importantly, the defense of enemy attacks) has a button-press timing mechanic, much like you'd see in South Park and the Stick of Truth. That means there are three tiers to damage delivered: Whiffing = low damage, close-but-no-cigar = medium damage, spot-on = high damage. Defense is the same, just flipping "whiffing" to "high" and "spot-on" to "low." The button presses range from obvious/easy to "wtf"/hard, with the latter becoming (surprisingly, lol) more regular the deeper into the game you get. I have mixed feelings about this. On the one hand, games need to get harder. On the other, the game doesn't really communicate when it is you SHOULD be pressing, so it's a whole lot of trial and error, and that deep into the game, there's not a whole lot of time for trial and error; you have to be hitting those button presses or battles are going to being going really bad really quickly. So it's a mechanic that's great when the timing makes sense (Rook's aforementioned "best battle mechanic," where he both deals damage and tries to steal an item from the enemy, is a buzz of pleasure every time), but super frustrating when you can't figure out when the button is supposed to be pressed and the attack deals a lot of damage (see basically the entire last handful of battles).
Outside of battle you're roaming around, exploring, and solving puzzles. The exploration is pretty well guided—you're mostly unable to access areas that will be featured later in the game, but the world opens up naturally the deeper in you get so that, by the end, it's an open world map—but it also doesn't feel linear. At any time I could, if I so chose, backtrack and, say, hit up the tavern or amble through the dorms. But, aside from restocking on potions or finding a save area, there are very few reasons to backtrack. The puzzles are mostly well done, with creative envisioning and execution. A couple felt a bit too random (those first stages of Archives) or like the game didn't give enough information to know what was going on (Twilight Yard, some of the Spelltower stuff), but those are offset by some really elegant puzzles. (Even the Twilight one is elegant—it just took a sharper mind than mine to pick up on; s/o to Reddit for a minor clue to point me in the right direction!)
But it's the characters. The characters and the details we learn about them, the stories that drive them. That's what kept me exploring the endless (not literally) school rooms, fighting increasingly strong foes, and buying entirely too many revive potions. Yeah, the flaws are suboptimal, but they're manageable (at least, if you're willing to turn to the Internet for answers for some of the peskier sections). Highly recommended.